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Elements
Avalon's Magic
The use of magic in Avalon is perfectly fine and acceptable. As a matter of fact, we have this whole little magic section just for the characters who wield it so you know what's going on for it. This section will include recognized elements in Avalon, a bit of info on non traditional magic such as Druidism and Necromancy as well as this Roll Sucess chart I'm sure your oh so anxious to see after reading about it in the rules. You did read those didn't you? I hope so otherwise you'll be in for a rough trip.
Avalon's Reconized Elements
This list is just simply a list of the recognized elements within Avalon as well as their official name they are known as.
Physical Elements- Earth. Terrakinesis
- Fire. Pyrokinesis
- Wind. Aerokinesis
- Water. Hydrokinesis
- Ice. Cryokinesis
- Lightning. Fulmekinesis
Common Name. Official Name
Non-Physical Elements
Common Name. Official Name- Light. Photokinesis
- Holy. Sanctikinesis
- Shadow. Umbrakinesis
- Dark. Tenebrakinesis
- Time. Chronokinesis
- Space. Astrokinesis
Chronographic Distortion
The element known as Chronographic Distortion or Chrono for short, is the holy Grail of magic in Avalon. It is an element that falls under neither Physical or Non-Physical yet under both at the same time. The legends of it are spoken among many guilds and just common folk on the street. The true path to achieving access to using Chrono is simple but long and arduous. In order to gain the ability to learn this ultimate element, one must master all of the other elements first. This is due to the fact that all spells of the Chrono element are a combination of every other element. These spells possess the ability to rip a hole in the fabric of time and space itself with very destructive results. If you read below and do the math, this means your character will know a massive 240 spells in order to gain the ability to learn the element of Chrono. -
Other Info
Elemental Mastery
In order to master the elements, one must first master spells of the elements. Elemental mastery is done on a 10 tier scale with 10 being mastery over the element. For every 2 spells one has mastered, they gain one point on the element that those 2 spells are associated with. In short one needs 20 spells for one element to master it.
Strength/Weakness Table
This section simply shows which elements are strong against which elements and vice versa. To make things easier so you don't have to keep looking above I'll be labeling the elements under their common name rather than their official one.
Element. Strong Against. Weak Against
Earth. Fire, Wind Ice, Shadow
Fire. Ice, Shadow. Earth, Water
Wind. Water. Earth
Water. Fire. Wind, Lightning
Ice Earth. Fire
Lightning. Water, Dark. None
Light. Shadow. Dark
Holy. Dark. Shadow
Shadow. Earth, Holy Fire, Light
Dark. Light. Lightning, Holy
Time None. None
Space. None. None
Chrono. All. Chrono
Spell Mastery
This was covered a bit in the rules but it is here as well so you don't have to venture to the rules section to read it over. In order to train in a spell or, as mentioned in the rules, a physical technique that's not something common, you will be rolling 1D20. The training process is done on a 5 tier scale where tier 5 is mastery of the spell. When using a new spell in which your character is training, you roll 1d20 and check the roll result against the Roll Success Table shown below. If it lands in the success area you gain one point towards it's mastery. If you manage to roll a natural 20, which in most games requiring dice counts as a critical hit, you not only gain one point, but you actually gain 2 points making it where you can actually master the spell quicker. For example. You have a level 2 training level on a spell. You roll a natural 20. That spell gains 2 points putting it at level 4 rather than 3. And here below is the roll success table I know your all dying to see.
Spell Training Table
Training Level. Success Area
5 Spell Mastered
4. 1-16
3. 1-12
2. 1-8
1. 1-4
All spells start out at level 0 when you first begin training them. The part of the table marked as Success Area is what you need to roll within to advance to that level. As with really training to do something in real life, as you gain levels, it becomes easier to advance to the next one. -
Not So Common Magic
Other forms of Magic
Obviously as one would see venturing the pages of Avalon, there are other forms of magic that just don't seem to fit in with what's listed. Well here's how they work. Even if a spells physical usage doesn't represent one of the mentioned elements, it does have roots in them. Such as a Druid who summons vines to attack his opponent. That would be a combination of earth and water as plants grow from the earth but need water to grow. Necromancy is a dark art so I doubt you would find any light or holy based spells in it. To put it simply, use common sense to figure where your spells would go. Combination ones like the vine summoning example...yes training and mastering a spell like that would count towards a mark for both elements mastery levels. Does this mean a Druid could eventually gain access to being able to learn Chrono? Possibly but it may take longer than most characters. If you have a question about how one of your not so common forms of magic's spells would be placed, feel free to ask a moderator and we'll help you figure it out.