Creating the First Five Abilities and Simple Abilities in General
When you first join the forum, you are allowed to create five abilities right from the start. You may choose to create them when you post your profile, or wait until youre more certain or have made your final decisions. If you post your five abilities when you post your profile, a moderator or administrator will review them then. If you choose to wait or dont do so within an hour, you will have to make a post in the Review Book
for review before you will be allowed to add them to your profile.
Now that weve gotten that out of the way, lets shift our focus to the nature of your spells, skills, or enchantments. In order to cater to all character types mages, half-mages, and fighters or warriors, to name a few we have designed a system that will allow for all three groups to benefit: mages are allotted spells, fighters/warriors are allowed to create skills, and half-mages are allowed a combination of both. Enchantments may be used by any character, and pertain to weapons and armour. That being said, lets take a look at what sorts of spells, skills, and enchantments would be acceptable for you, as a new member.
As previously stated, spells, skills, and enchantments that are capable of destroying buildings, towns, or entire areas, such as a chain of mountains, are definitely forbidden when you first join. Your abilities when you first begin here should be relatively simple things that wont cause a lot of damage, but will not leave your character completely helpless. Below are examples of acceptable spells, skills, and enchantments.
- Fireball allows the caster to create a fireball the size of a bowling ball and shoot it from their hand.
- Orb allows the caster to create an orb of light. They may see with this orb in the darkness and temporarily blind opponents.
- Breathe allows a character to breathe underwater.
- Lightning the caster may summon a single bolt of lightning from the sky or from their hand.
- Teleportation a caster may teleport a short distance away (no more than a mile).
Notice how each spell is relatively simple? Teleportation, which is generally used for great distances, can be altered to be more simplistic. Other simplistic spells may include manipulation of the elements (control of the wind, to direct it where you want the same goes for all of the elements), or other spells like small-scale summoning (as in, creatures who would do damage the equivalent of one of the above offensive spells). Minor healing could be included here too, for bruises and small cuts. Even shapeshifting into regular animals is considered a simple spell, though if you want your character to have mythical forms, you will have to wait until you have reached the intermediate bracket. If you would like to build upon spells (and you are encouraged to do so), you can add to a pre-existing spell in the intermediate and advanced brackets. For now lets take a look at skills.
- Stealth the character may move very quietly and very precisely, but is liable to be detected.
- Ambidextrous the character is able to use either hand effectively in combat.
- Steal the character is able to steal small objects, such as belt purses or knives.
- Speed the character moves a little bit faster than the average man, making them somewhat difficult to follow to the untrained eye. Movements are about 1.5x faster. Anyone with combat experience will only find this character's speed to be a bit of a nuisance, while those who have very little or none will find them passingly difficult to follow. [Depending on the intent with this ability, it may refer to dexterity and hand-eye coordination, a character's physical combat speed and reaction time, or how fast they can run.]
Again, these are all relatively simple and, in the future, may be built upon if you wish. Remember to try and keep your skills accurate; if your character is a thief, s/he should probably not have a skill that allows them to wield a bastard sword with ease. The same goes for characters who are warriors. Chances are, they wont require Speed as a skill.
Our last examples will be dedicated to enchantments.
- Enchantment: Fire Sword the characters sword is on fire for just under an hour. It is not hot enough to melt steel or to cause severe burns.
- Enchantment: Levitation the characters weapon may hover a few feet off the ground. It cannot, however, attack.
- Enchantment: Water Resistance the characters armour is mildly resistant to water magic. [By mildly I mean that a bucket of water wouldnt cause much in the way of damage, but if the character was pelted by a massive downpour or attacked with a large amount of water, they would definitely feel the effects.]
- Enchantment: Glowing the characters weapon emits a small glow, allowing them to see in dark places. It is not powerful enough to blind or stun a character.
- Enchantment: Lightning Arrows the character has spelled arrows which, rather than appearing as regular arrows, are encased in tiny lightning bolts. These bolts, when they penetrate the body, only cause minor shocks and pain in addition to the regular pain of an arrow.
Enchantments are trickier to create, as most of them can be unintentionally overpowered. If you do decide to use an enchantment in your first five spells, use your discretion and try to think of how others will perceive your abilities.
As you can see, these examples are relatively simple, and have some power, but not much. As you advance on the forum, your spells will become progressively more powerful. If you have questions, you are encouraged to ask them, either while you are creating your spells, or before you do so.
After your initial five abilities, you will be granted another opportunity to create a new ability when you have made 10 IC posts
. When you create this new spell, you must
post in the Review Book
so that it can be checked by one of Elenlonds staff. This ability, like your previous five, should be relatively simple. When you reach 25 IC posts
, you will again be able to create one simple ability. When each of your abilities is given the ok by a staff member, you will be allowed to add it to your characters profile. At 50 IC posts
, you will be able to create two
abilities: another simple ability and an intermediate
Dont be afraid to approach the moderators or the administrators were all here to help! With the beginning set up, lets move on to more intermediate spells.