Coven guild temp

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Introduction

The Coven of the Derelict is a collection of different magic-users from around the Valley of Aegic. What is common to those, is that they are shunned by the rest of the population, or otherwise seen as evil or have done something that marks them as traitors in their own crafts. There are fallen rangers, corrupted mages, power-hungry psionicists and many, many other kinds of people from various crafts.

The Coven of the Derelict formed when a band of brothers in despair decided to form a loose brotherhood that will protect anyone who has for some reason got oneself into such state, whether he is a refugee, recluse or just purely evil individual. They created magics of their own, a scrap from mage spells, a little piece of wardens' spells, just something from every aspect of magic around the valley. But while doing so they suddenly stumbled into a completely new kind of a magic, they became able to use their body's inner, sustaining magic for their wicked purposes. The first members of the Coven found that they were able to use their feeling of pure hatred towards their enemies and society to convert the magic into deadly poisons and channel it to power their curses and other spells they had previously implemented for their use. This single skill became their greatest power and they soon became a subject of fear in the Vale of Aegic.

The Races in the Coven of the Derelict

Some of the races in the Valley of Aegic are more suited to some specific skills in the coven's magic. The races gain the following bonuses to specific skills:

  • Antaeauns gain a mediocre boost to curses and a minor to scourges
  • Avans gain an abyssal boost to dream-magic and a mediocre to charms
  • B'roghs gain a minor boost to dream-magic
  • Brownies gain a mediocre boost to desecration spells
  • Beholders gain a minor boost to charms
  • Cancuns gain a mediocre boost to curses and a minor to scourges
  • Centaurs gain a mediocre boost to desecration spells and a minor to charms
  • Chitines gain a mediocre penalty to dreams and charms
  • Cilosses gain a mediocre boost to dreams and minor boost to charms
  • Dark elves gain a major boost to curses
  • Derros gain a mediocre boost to curses and a minor to scourges
  • Dwarves gain a minor boost to desecration spells
  • Elves gain a major boost to dream-magic and a mediocre to charms
  • Firbolgs gain a minor boost to charms, scourges and dream-magic
  • Gnomes gain a minor boost to dream-magic
  • Halflings gain a minor boost to dreams and charms
  • Humans gain a minor boost to all coven skills
  • Leprechauns gain an abyssal boost to charms and a minor to dream-magic
  • Mold men gain a superior boost to desecration spells
  • Orcs gain a mediocre boost to curses, scourges and desecration spells
  • Reeds gain a mediocre boost to desecration spells
  • Saerkas gain a mediocre boost to scourges, curses and desecration spells
  • Shadowpersons gain a mediocre boost to dreams
  • Snakemen gain a major boost to scourges
  • Spell weavers gain a mediocre boost to dream-magic and a minor to charms
  • Thri-kreens gain a minor boost to desecration spells
  • Trolls gain a mediocre boost to scourges, curses and desecration spells

Five types of magic in the coven

Scourges

Scourges are manifestations of the Coven's new magic which allows the caster to convert their inner magic into a deadly, magical poison with the help of the hatred they feel towards other inhabitants of the vale. The spells require that the specific guild-gauntlets are worn, no mundane glove or gauntlet is able to withstand the layer of corrosive poison on them. When readied, the magic stays in the gauntlets for a short duration, and is transferred to living and non-living individuals by simply touching them. The touching process is done with the command 'coven_touch'. The mastery 'touch of destruction' affects primarily scourges.

Curses

Curses in the Coven's spell repertoire are far more dangerous than any normal verbal curses anyone can do. These pack magic in them, they are powered by the hatred and corrupted magic flowing from the caster's own body. They have various effects, but all of them weaken the target in some way. The mastery 'potency of evil eye' affects primarily curses.

Desecration spells

Desecration spells are kind of a reverse of druidic spells. They don't focus on preserving the nature, they corrupt and destroy as much as is possible. They give means to bend animals to one's will and to mutate the fauna to aid the caster in his wicked ways. The mastery 'essence of desecration' affects primarily desecration spells.

Dream-magic

Dream-magic is something close to psionicists' spells. They use dreams and dreamweaving to gain mental domination over individuals. The dreams can boost abilities, heal, or even cause severe damage. They are very powerful tools in skilled hands. The mastery 'dream corruption' affects primarily dream-magic.

Charms

Charms are a bit similar to dreams, only that with these the caster tries directly to gain control of the target. The target can be your closest friend or your worst enemy. These charms allow the caster to tap into person's previously hidden abilities, or cause them to act in a way they wouldn't normally act. The mastery 'adaptness in bewitching' affects primarily charms.

Other spells

The other available spells are a collection from each of the five types of magics. While maybe not so powerful as the most damaging spells in the five types, they have the best abilities combined. They are mostly very direct damaging spells, made to protect the members of Coven or just to cause havoc in anywhere where a member of the Inner Circle happens to be. The mastery 'ways of the wicked' aids with them, as well as many other skills in the Coven.

The Guild Structure

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NEEDS PROPER .CSV FILES, CURRENTLY HAVE 1X35 LVLS AND 3X8LVL GUILD FILES (these are sorc files as right coven ones seem to be missing and i copypasted the setup and just added levels. first coven guild should be 20 lvls,2nd 35lvls and then 5lvl of masteryguilds)



Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20



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Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35

The Mastery Guilds

For true masters of the guild. The location is a secret.

Masteries

Masteries are one of the most important aspects of the coven guild. It will not only make all your spells stronger, but will also provide you with more guild levels.

There are seven different masteries.

  • essence of desecration - affects desecration spells
  • touch of destruction - affects scourges
  • ways of the wicked - general mastery that affects more or less everything
  • adaptness in bewitching - affects charms
  • potency of evil eye - affects curses
  • dream corruption - affects dream magic
  • arc annihilation - affects spells criticals and lowers sp costs

For every mastery there are 37 adjectives to be gained.

Insignificant
Unnoticeable
Minuscule
Tiny
Petty
Negligible
Minor
Puny
Trifling
Shabby
Slight
Intermediate
Fair
Modest
Mediocre
Temperate
Passable
Average
Substantial
Significant
Noteworthy
Eloquent
Momentous
Prodigious
High
Crucial
Exalted
Exceptional
Paramount
Superior
Phenomemal
Outstanding
Egregious
Abnormal
Prodigious
Unearthly
Unique
All-knowing


Secondary Guild

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Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Requirements

  • At least at level 50.
  • Not member of guild:
* Coven of the Derelict
* Templar Initiates
* Ranger Candidates of the Elements

Location

In a hut next to the Mage Island on a tip of an unclimbable mountain.