End of Legends: Character creation guide.

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Alchemy
Alchemy Is the use of a science that is very close to magic,  that has been harnessed into a force known as anti magic.  It is essentially Similar to magic with a few differences that make it an interesting adaptation of power and the ability to weild the forces of life and death l.  It was once known that only humans could perform alchemy,  but with the rediscovery of their technology it has become available to be used in the Nameless land.
Alchemy isn’t summoned like magic.   And the devices made to summon its power are complex and intricate,  and rare.  Only a few can reproduce these objects.
School Types
Magnet Style:  Gives a boost to magnetic Alchemy,  alchemy +3/4. +1/4 strength to all abilities.
Wrench Tech: Allows you to fix machines and use alchemy. 
Clock: A stop watch that increases your learning attribute,  and reduces the effect of time.  Boosts void abilities.  ¼
Quarts Pendulum: Boosts healing abilities and grants a boost to one Psychic spell per battle. 
Light bulb: Neon light bulb that creates black light boost ability of shadow, can see hexes and curses when near them. 
Melee: A vile filled with a chemical substance.  Boosts chemical abilities by 1/3. Grants extra health +1/8
Homunculus: An unhatched egg boosts chaos ability and boosts physical resistance.  (Said to contain human DNA) 
Tuning Fork: Boosts the ability of sound +1/3 causes sound to have a 1/6 chance to disorient target. Disorient makes it  Impossible to target with magic.
Use of magic
As you develop your skills of survival you will also gain power in magic and  alchemy.  These both gain more power the more you use them,  so it is important that those who harness their abilities understand both their strength and limits in these two forces.
Magic and alchemy are not forces to be taken lightly, They are living forces that grow with knowledge and understanding rather than strength.  The cosmic forces have many levels of power,  but those who use them must choose within their limits of Magic and eventually create their own path within it. 
Magic Affinity: On the sheet of your chosen class,  there is an indicator called Magic Affinity Slots.  These slots determine the number of magic,  or anti magic types you can have equipped on your chosen character.  The magic you have is the magic you can learn to master and use in battle or in story.
In story magic.  The magic you choose is important to the development of your character in how they can deal with certain situation,  and problems that require the intervention of magic.
Magic affinities are permanent,  but once you master a magic type (Max Level) then you can add a new magic affinity slot.  If you master a type you can combine it with another magic type that you have mastered to create a custom magic type. 
The magic spell you create in story,  can be turned into attacks in battle.  (See spell creation) 
Cast Level: Magic is cast and built in levels.  A “Lvl 1” spell is the basic power of a spell.  Once a spell is cast it does not have to be used.  It can held onto in what is known as a “combo slot”.  If a spell is held onto you can continue to summon the spell and stack more levels without taking up more combo slots.  Spells can be stored up to a level equal to the number of magic affinities you have equipped or mastered. At a certain magic power level,  you can amp or add affects. 
Spell Damage Calculation: Spell damage is determined by a few factors.  The simple equation is. Magic+ Learning+ Skill+ and specific Element level divided by 4.
Hex damage is the sum of the auditions above, divided by 1/2.
Distance Calculation: Spell travel distance (Range)  is determined bye Magic+ Learning+ power+ +spell element master level/ divided by 3.
Level Amp: Damage increases by 1/3 of your total damage.  Distance increases by 1/2.
Magic Effect
Each magic has its own added attribute.
Fire: Does the most damage +1/4 total Damage per lvl.  1/6 chance to set a target on fire in battle. Effect can be extended with more fire damage.  Targets set on fire take extra damage.
Water: Can make it harder for targets to cast spells. 1/6 chance of spell cast failure  If a target is wet.  Wet targets also have reduced magic res 1/3.
Wind: Has a 1/6 chance to move a target.  Does more damage when used in soft sand areas. 
Earth: Is best used for defense.  Will reduce damage and resist pierce spells and melee. 
Lighting: Can hit multiple targets does more damage depending on your armor type.  Light medium heavy. 

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⏰ Last updated: Jun 06, 2019 ⏰

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