<hr/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 12pt;"><em>Magic</em></span></span></div><hr/><br/>Magic is split up into six schools, each dealing with different types of effects. To use magic, even if the power is provided by an external source, you need to have some knowledge that type of magic, which is reflected by magic ranks. The higher your rank, the more powerful your spells are. Mortals that did not study magic usually have a rank of 0 (none) in most schools, but might have a rank of 1 (very weak) in one or two schools as natural affinity. This does not enable them to wield that type of magic without an outside source. Mortals that did study magic can have ranks up to 5 (very strong). Demons usually have a strong affinity to most schools, but almost all demons are weak at one or two schools.<br/><br/><ul class="bbc_list"><li>0 - Unable to channel magic related to this school.</li><li>1 - All magic related to this school has a reduced effect. Channeling magic related to this school is always taxing.</li><li>2 - All magic related to this school has regular effect. Channeling magic related to this school to provide minor effects is not taxing.</li><li>3 - All magic related to this school has an increased effect. Channeling magic related to this school to provide minor effects is not taxing.</li><li>4 - All magic related to this school has a greatly increased effect. Channeling magic related to this school to provide minor effects is not taxing.</li><li>5 - All magic related to this school has a greatly increased effect. Channeling magic related to this school is not taxing.</li></ul><br/><strong>Alteration</strong>:<br/><ul class="bbc_list"><li>Alteration magic alters objects and creatures.</li><li>You can turn one object into another. These effects are permanent.</li><li>You can cure your own wounds and those of your allies, or create wounds in the bodies of your enemy. These effects are permanent.</li><li>You can alter the appearance of yourself or other creatures, including adding and removing features. Powerful alterations can even add and remove limbs, or grow or shrink someone in size. Unwilling creatures have a chance of resisting the effect. These effects are permanent, but each body inherits the memory of it's original shape, so even the weakest wielder of alteration magic can restore a creature to it's original form.</li><li>You need to touch objects and creatures that you want to alter. Your strength increases the chance of successfully touching an unwilling creature. Your target's agility reduces the chance of successfully touching that creature. Note that is it not required to touch objects or creatures by hand. Any part of your body touching any part of the object or the target's body will suffice. You do not need to touch yourself when altering your own body.</li></ul><br/><strong>Conjuration</strong>:<br/><ul class="bbc_list"><li>Conjuration magic brings forth objects and creatures from locations far, far away.</li><li>You can call for items at your disposal. Items are normally mundane. Only the strongest of magic wielders can conjure items that inherit magic power. Items are permanently conjured and cannot return.</li><li>You can summon creatures to aid you. Creatures you summon will usually start out with a friendly attitude towards you, but you do not have full control over them. Summoned creatures will turn hostile towards you if you threaten them, make improper and unfair demands, or continue to render their services without dismissing them after an appropiate time. The stronger the summoned creature, the less cooperative it is required to be. Summoned creatures remain until you dismiss them or lose consciousness (sleep and death included).</li><li>You can summon yourself and perhaps others to a distant location, basically teleporting yourself. The more distant the location, the less accurate your point of arrival is. The better knowledge you have of the destination, the more accurate your point of arrival is. If you can see the location you want to teleport to, be it with your own eyes, through a mental link, or through an occult scrying effect, the point of arrival is completely accurate.</li><li>You can summon Demons to the mortal plane. You better be ready to handle them, as the conjuration magic itself does not bind them to your will. If you know a Demon's true name, you can decide to summon that specific Demon, even if it is already in the world of mortals.</li></ul><br/><strong>Enchantment</strong>:<br/><ul class="bbc_list"><li>Enchantment magic affects the minds of other creatures.</li><li>You can provide creatures with suggestions, that would suddenly sound reasonable to them. Your charm increases the chance of success. The will of the target reduces the chance of success. Reasonable suggestions increase the chance of success, while unreasonable suggestions reduce the chance of success. The effect ends when the creature has completed your suggestion, or until you cancel the effect or lose consciousness (sleep and death included).</li><li>You can instantly negate enchantment effects on other creatures.</li><li>You can imprison summoned demons within a magic circle. When summoning a Demon, you can cause the Demon to appear within the circle. Otherwise, the Demon needs to be tricked or pushed into the circle. The Demon can try to resist the binding effect of the circle, but you are considered to have a large advantage.</li><li>Enchantment magic has no effect on mindless creatures.</li></ul><br/><strong>Evocation</strong>:<br/><ul class="bbc_list"><li>Evocation magic channels raw energy, including sources of light, sound and smell.</li><li>You can shoot lightning from your hands, or set enemies aflame. Your perception increases the chance of hitting the target. The agility of the target reduces the chance of hitting the target.</li><li>You can illuminate areas with magical light, or shroud them in magical darkness.</li><li>You can create illusionary effects, or suppress actual light, sound and smell.</li></ul><br/><strong>Necromancy</strong>:<br/><ul class="bbc_list"><li>Necromantic magic controls life and death, tapping the lifeforce of living creatures or interacting with the deceased.</li><li>You can cure the effects of alcohol, diseases and poison. Strong necromancers can even cure death itself.</li><li>You can inflict diseases and poison in the bodies of those you touch.</li><li>You can steal the energy required to channel spells of those you touch. By touching someone with energy, you can steal some of his or her energy and possibly even gain it for yourself. Energy gained this way can exceed your regular amount of energy, but will fade away after a night of rest. Note that Sorcerers and Witches that draw upon energy this way gain it for themselves, not their Demon partners, and would use this to channel magic by their own might (using a very low Magic Power score of 0).</li><li>You can talk to corpses and spirits of the deceased.</li><li>You can animate corpses or part thereof as mindless skeletons and zombies, that will do your bidding. Strong necromansters can also create spirited undead, that regain their free will, but remain as undead.</li><li>You need to touch objects and creatures that you want to affect. Your strength increases the chance of successfully touching an unwilling creature. Your target's agility reduces the chance of successfully touching that creature. Note that is it not required to touch objects or creatures by hand. Any part of your body touching any part of the object or the target's body will suffice. You do not need to touch yourself when affecting yourself.</li></ul><br/><strong>Occult</strong>:<br/><ul class="bbc_list"><li>Occult is basically the collection of everything that does not fall under the other five schools.</li><li>You can look into past scenes of a specific location or object.</li><li>You can scry upon areas far away.</li><li>You can mentally talk to creatures far away.</li><li>You can enhance objects to make them more powerful or increase their effectiveness in combat. This effect is temporary. Strong magic wielders can make this effect permanent.</li><li>Anything else that does not fall under any of the other five schools, falls under the Occult.</li></ul><br/><hr/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 12pt;"><em>The Demon's pact</em></span></span></div><hr/><br/>The Demon's Pact is an agreement between a mortal and a Demon, granting magic power to the mortal, and allowing the Demon to remain in the world of mortals.<br/><br/><ul class="bbc_list"><li>Both the mortal and the Demon will learn each other's true name as part of establishing the Pact.</li><li>A mental link is established between the mortal and the Demon. Both the mortal and the Demon are always aware of each other's general emotions, as well as the direction his partner is in and the general distance between them. In addition, the mortal and the Demon can use the link to communicate telepathically, which also allows them to send images, sound, smell, taste and physical feelings. These can be current experiences, experiences from memory or imaginary experiences. Both the mortal and the Demon are able to tell the difference between their own senses, and senses receives through the mental link.</li><li>The Demon can use the metal link to force a Command on the mortal, which the mortal must obey. Strongwilled mortals are sometimes able to resist this Command ability. The Demon is always considered to have a large advantage. Regular Demons can attempt to Command their partner two times per day. Stronger Demons are able to use this ability more often. The Succubus character would be able to use it four times per day, were she affected by a Demon's Pact.</li><li>The mortal is able to tap into the Demon's energy, allowing him to wield magic. Mortals that wield magic in this way are called Sorcerers or Witches and are distrusted and often executed for their link with Demons. The Sorcerer or Witch uses the Magic Energy and Magic Power of the Demon, but his own knowledge of the schools of magic. The Demon can block the mortal from tapping into the Demon's energy, but this is something the Demon needs to actively focus on. When the Demon stops to focus, the mortal can once again use the Demon's energy.</li><li>The Demon is not allowed to use magic himself while under a Demon's Pact. If the Demon does use magic, the magic is in effect as normal, but the Demon's Pact ends immediately. The Demon's Pact also ends if either the mortal or the Demon is slain. The moment the Demon's Pact ends, the Demon (or his corpse) is instantly sent back to the Abyss and he has lost his access to the world of mortals until some foolish mortal summons him once more.</li></ul><br/><hr/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 12pt;"><em>Languages</em></span></span></div><hr/><br/>The following languages can be available to your character. Please refer to your character sheet to see which selection of languages your character can have.<br/><ul class="bbc_list"><li><strong>Common</strong>: Spoken by the people of Lakeshire and the Barbarians to the south, though the barbarians have a bit of a dialect.</li><li><strong>Sylvan</strong>: Spoken by elves, fae and the like.</li><li><strong>Terran</strong>: Spoken by those short and fat people that live underground. Some dwarves used to occasionally visit Lakeshire before the plague hit, and one dwarf, who was weird enough to take a human as his wife, has set up a smithy in the town. Some other underground races speak terran as well.</li><li><strong>Greenskin</strong>: Spoken by those nasty orcs and goblins in the forests to the west.</li><li><strong>Reptile</strong>: Spoken by those annoying Kobold and Troglodytes to the north.</li><li><strong>Draconic</strong>: Native language to dragons, though they usually know other languages to communicate in.</li><li><strong>Aquan</strong>: If creatures could live underwater without dying to loss of breath, that's what they would speak.</li><li><strong>Arcane</strong>: The language of magic.</li><li><strong>Abyssal</strong>: The language of demons.</li></ul><br/>All languages are actually written out in English. When your character is talking in a language other than Common, please make this clear in your post (unless it's part of an ongoing conversation). If a post does not include a reference to language and it is not part of an ongoing conversation, assume the language to be Common.