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 The Magical Ailments

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Dominator046
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PostSubject: The Magical Ailments   Fri May 22, 2015 9:58 pm

-


Commoner wrote:
"Saw tha' mage what passed through last week.
Ghost pale with black aroun' his eyes, he was!
Went to touch his hand as he went up some stairs,
touched his arm, he was cold as ice!"


- A common man encountering a powerful mage.



Powerful mages develop powers that differentiate themselves from normal men, things that scholars strive to one day equal. Holding this power also comes with a cost to their bodies, passively and actively channeling this much power. Below are a list of the common effects, organized by how common they are. Symptoms are noted at the earliest levels at which they can be reached. Almost all mages will undergo frailness or wizard's aura.



Frailness: A mage's body will be subjected to magical forces at all times, particularly during the efforts of casting. Though they build a tolerance towards magical forces, and even aging - they often lose much of their robustness over time. The weakening progresses towards feebleness.
[Tier 1] Symptoms appear at Adept, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Wizard's Aura: The power building within a mage's body is often difficult to hide, showcasing itself in the form of a lingering feeling that people receive as he draws near, as most magical powers tend to manifest. It manifests slowly, as a thing only another mage will notice upon observation, then it will become obvious to any mage, and it will finalize in becoming noticable to any person.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Adept, major.
[Tier 3] Symptoms appear at Master, complete.

Paleness: A mage's flesh and blood will lose its color as changes occur to their chemical makeup, adapting to better take to sorcery. Little detriment is caused to the mage, save being more prone to sunburn, and appearing more unwholesome. Progresses towards deathly paleness, with black streaks emerging upon the skin.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Adept, major.
[Tier 3] Symptoms appear at Expert, complete.

Wizard Eyes: A mage's eyes will at times perceive strong magical forces in their environment, and are sensitive to magical forces that they cannot see. Wear on the mage's eyes will display in hallucinatory images, features, auras, or flares. Progresses towards total blindness, or a unique state in which a mage cannot perceive the mystical visions he receives from that of the real world.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Sickly: A mage may find that their immune system becomes compromised due to their magical activities, magic affecting their bodies in any number of ways. This may initially show as a predisposition to illness, which worsens progressively, until diseases seem to fester within the mage - taking extraordinary periods of time for the foulness to pass.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Bodyless: A mage becomes familiar with magical activity, and at times will lose physical deftness or familiarity with activity. This at its most severe level is achieved when a mage is so familiar with magical application, that they find their own bodies awkward, unwieldy, and hard to move in. This also seems to manifest with certain bodily disfunctions, such as tremors or shaking fits.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Adept, major.
[Tier 3] Symptoms appear at Master, complete.

Cold Blood: A mage's blood and internal body temperature will drop as magical power begins to sustain them more and more. Dropping slowly but surely, the cooling of the body will stiffen their bodies, make them less nimble, and less comfortable in warm environments. Progresses towards a lifeless chill.
[Tier 1] Symptoms appear at Adept, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Hot Blood: A mage's blood and internal body temperature will rise as magical power begins to sustain them more and more. Rising slowly but surely, the heating of the body will lighten them, make them less stable, less coordinated, and less comfortable in cold environments. Progresses towards a reddening, unwholesome skin heat.
[Tier 1] Symptoms appear at Adept, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Earwig: A mage's ears come to hear every spell's reaction, every muttered spell, and all the subtle sounds of spellcraft. Either from prolonged use, or from magical effects taking place within one's brain or mind, sounds will begin to muddle together, ambient sounds lingering or forming inside one's head. At its worst, this becomes a form of deafness unique to itself, plagued by whispers and past conversations.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Shriveling: When subjected to prolong sorcery and magical activity, the flesh will at times atrophy and grow taut, removing strength from the limbs and revealing a more bare form. This progresses until the mage appears to be little more than skin and bones, reducing much of its physical endurance. As well, by the end stage, one's teeth, hair, or both will begin to fall out.
[Tier 1] Symptoms appear at Adept, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Deathly Odor: A body subjected to magic may be altered in many ways, in some cases, organs are in some cases rendered useless, and either atrophied to death or removed from the system. When this occurs, bacteria may progressively invade the body and produce a rancid stench. Starting with a slight hint in the breath, or sweat, progressing more so until finally the body itself smells of decay.
[Tier 1] Symptoms appear at Adept, minor.
[Tier 2] Symptoms appear at Expert, major.
[Tier 3] Symptoms appear at Master, complete.

Beholden: A mage with an firm magical connection within himself, may find an awkward curse laid upon him. Called Beholden, a mage may find that he is unable to breath so well as he might have once, which will progress to speaking in a strictly monotone voice, until finally the mage loses his ability to speak, and most of their lung capacity.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Adept, major.
[Tier 3] Symptoms appear at Master, complete.

Wizard's Omen: An old wive's tale says that you can tell a mage if he has no shadow, and no reflection. Most refute this as fraudulent, but there is truth to the old tale. Some powerful mages' bodies adapt strangely, so that light may pass through them while still showing their physical form. Known as wizard's omen, at first their reflections and shadows are blurred, they then become more translucent, until their shadows and reflections finally disappear all together.
[Tier 1] Symptoms appear at Expert, minor.
[Tier 2] Symptoms appear at Master, major.
[Tier 3] Symptoms appear at Grandmaster, complete.

Breathless: Wrongly named, this affliction gives mages the ability to breath through their flesh more so than most men, but also strikingly reduces their lung capacity. At first, they will breathe more lightly, they will then go without breathing for periods of time, until finally they stop breathing through their mouth and nose all together. Most prolonged physical activity cannot be performed after the affliction finishes its course, and if paired with Beholden, a mage will struggle to simply breathe, especially when submersed in water. An advantage to this condition; a mage with Breathless is increasingly difficult to asphyxiate by traditional means.
[Tier 1] Symptoms appear at Journeyman, minor.
[Tier 2] Symptoms appear at Master, major.
[Tier 3] Symptoms appear at Grandmaster, complete.

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Last edited by Dominator046 on Tue Jun 23, 2015 1:34 pm; edited 3 times in total
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PostSubject: Re: The Magical Ailments   Mon May 25, 2015 7:49 am

Removed the inability to procreate to compensate for it conflicting with how Dustin and I came up with how mages actually acquire their power, since its very, very strongly hereditary based.

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