Post by Merlin on Jan 25, 2015 2:30:40 GMT
Skills will be made into three categories. Magic, Magical Knowledge and Non magic in attempts at fairness, they will each have different number of points able to be allocated to them. Each skill starts out as 3 and can be added to using the skill points mentioned at the top of the section, or taken away from. If you take a point away from a skill, it can be added elsewhere.
Magic: 12 points to add
Transfiguration: 3
Charms: 3
Curses: 3
Jinxes / Hexes: 3
Counter-Spells: 3;
Healing Magic: 3
Divination: 3
Legilimency: 3
Occlumency: 3
All skills are automatically set to an average level, which will be the level that would be needed to pass the discipline to be accredited in school. This level will be 3. You can take points off the preset level and add them to the points you can allocate to other skills, but it will mean you will be very bad at those skills.
In terms of Legilimency and Occlumency 3 would be in terms of a mind that is no stronger or weaker than the average mind.
For Divination, prophetic powers will begin at level 5 and increase in terms of accuracy and clarity in terms of skill, anything below that is just an understanding of technique.
Magic rolls will be made using an 8 sided dice, as 7 is the highest skill level you can have. It works by the higher your skill level the more likely you are to be successful as any roll under that number will be a success. A match will mean a partial result, and above is a fail.
Combat defence and countering works solely via the Counter Spell skill, but the same rules apply, if you get a roll below your skill level, you have deflected the spell, or broken the enchantment, if you get on, the effects are lessened, if the roll is higher you have no defended, and the spell will do damage/ its intended effect. Countering is always rolled after the offensive spell has happened, except in the case of magical shields which will be an individual roll. The reasoning being is that you cannot fail to defend against a spell that failed to be cast.
Spells will also be getting levels which will depend on your own skill. Any skill level can attempt any spell but with altered likeliness. If you wish to cast a spell in a different level to your own then the difference will be taken from your skill level.
For Example, if you have a skill level of 6, and wish to cast a level 7 spell, then your success threshold will be 5, making success less likely. The same works the other way round. If you have a skill level of 6 and wish to cast a level 5 spell, then your success threshold will be 7 making success more likely.
COMBAT DEFENCE = TOTAL SKILL POINTS + COUNTER x 2
Magical Knowledge: 10 to be added
Potions: 3
Herbology: 3
Magical Animals: 3
Flying: 3
Ancient Scripts: 3
Magical History: 3
Muggle Awareness: 3
Same rules apply to these in terms of assignment, except combat magic, as these skills cannot directly be used against another player.
Social Skills:
Are a lot more traditional.
You get certain numbers of social skills at certain levels and it is up to you to decide which ones are applicable. In most cases they cannot be used against another player, except in certain circumstances, such as detecting deception and what not. Any social skill can be chosen, but the admin can say that any skill is either not appropriate or applicable and will therefore need to be changed.
Not many social skills are given, as I want people to actually role play what they want, rather than replying on skills.
Skill levels are as followed.
2 x novice, 2x apprentice, 1x expert.
Please note: If a roll is asked for in Social Skills and not good enough RP has been done it will not be rolled and a fail will be given automatically at Admin discretion. Skills are not a substitute for Role Playing well.
Magic: 12 points to add
Transfiguration: 3
Charms: 3
Curses: 3
Jinxes / Hexes: 3
Counter-Spells: 3;
Healing Magic: 3
Divination: 3
Legilimency: 3
Occlumency: 3
All skills are automatically set to an average level, which will be the level that would be needed to pass the discipline to be accredited in school. This level will be 3. You can take points off the preset level and add them to the points you can allocate to other skills, but it will mean you will be very bad at those skills.
In terms of Legilimency and Occlumency 3 would be in terms of a mind that is no stronger or weaker than the average mind.
For Divination, prophetic powers will begin at level 5 and increase in terms of accuracy and clarity in terms of skill, anything below that is just an understanding of technique.
Magic rolls will be made using an 8 sided dice, as 7 is the highest skill level you can have. It works by the higher your skill level the more likely you are to be successful as any roll under that number will be a success. A match will mean a partial result, and above is a fail.
Combat defence and countering works solely via the Counter Spell skill, but the same rules apply, if you get a roll below your skill level, you have deflected the spell, or broken the enchantment, if you get on, the effects are lessened, if the roll is higher you have no defended, and the spell will do damage/ its intended effect. Countering is always rolled after the offensive spell has happened, except in the case of magical shields which will be an individual roll. The reasoning being is that you cannot fail to defend against a spell that failed to be cast.
Spells will also be getting levels which will depend on your own skill. Any skill level can attempt any spell but with altered likeliness. If you wish to cast a spell in a different level to your own then the difference will be taken from your skill level.
For Example, if you have a skill level of 6, and wish to cast a level 7 spell, then your success threshold will be 5, making success less likely. The same works the other way round. If you have a skill level of 6 and wish to cast a level 5 spell, then your success threshold will be 7 making success more likely.
COMBAT DEFENCE = TOTAL SKILL POINTS + COUNTER x 2
Magical Knowledge: 10 to be added
Potions: 3
Herbology: 3
Magical Animals: 3
Flying: 3
Ancient Scripts: 3
Magical History: 3
Muggle Awareness: 3
Same rules apply to these in terms of assignment, except combat magic, as these skills cannot directly be used against another player.
Social Skills:
Are a lot more traditional.
You get certain numbers of social skills at certain levels and it is up to you to decide which ones are applicable. In most cases they cannot be used against another player, except in certain circumstances, such as detecting deception and what not. Any social skill can be chosen, but the admin can say that any skill is either not appropriate or applicable and will therefore need to be changed.
Not many social skills are given, as I want people to actually role play what they want, rather than replying on skills.
Skill levels are as followed.
2 x novice, 2x apprentice, 1x expert.
Please note: If a roll is asked for in Social Skills and not good enough RP has been done it will not be rolled and a fail will be given automatically at Admin discretion. Skills are not a substitute for Role Playing well.