Immortals

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They don't age particularly, except as a result of curses or similar kinds of harm, but they aren't immune to death. All other things being equal, however, they continue living until other events stop them. asdf They can be divided in many ways. For example, some Immortals are capable of learning almost any kind of spell, but with a limited ability to improvise spells on the fly. Others are bound to a particular element, but they can improvise their magic.

Anything Powers vs Elementalists

For example, Florian, the Lord of the Dancing Flame may learn and cast a spell that manipulates fire without spending any real time learning it. On the other hand, Judecca, the Lord of Rings would have to spend some time learning a fireball spell, before he could cast it. He couldn't develop the spell on the fly.
Florian, however, couldn't ever learn a snowball spell. It is outside of the range of his element. The advantage that wizards have is that they can learn to cast almost anything.

Most wizards have an hole, however, something that they can't do. For example, Damien, the Prince of Demons can't ever learn spells that annihilate. He can still learn spells that tear things apart, but he can't learn spells that deny somethings existence.

Questors

Some Immortals are Questors, and these are either sorcerors or wizards who serve some great universal principle. Carrefours, the Defendor of the Faith, for example, would be a questor for 'faith'. The Dark Hunt is a Questor who serves the idea of human cruelty.
These Immortals have access to a Miracle Pool. Miracle Pools are a reservoir of power that increases the efficiency of the Questor's normal abilities, casts spells on behalf of the Questor and, in extremis, alters reality.

The Miracle Pool has limited omniscience, and uses the Questor and his abilities as efficiently as possible. However, the Pool can only be triggered to further the aims of the Quest. And any points used (to cast a spell, for example) reduce the Pool by that amount.
Miracle points may be earned when the Questor successfully pursures their quest. It is important to note that the Questor earns no more power than a wizard or sorceror. If the Questor successfully pursues their quest, then all of the power they gained might be added to their Miracle Pool.

Cosmic vs Astral

Some Immortals are cosmic in nature, and some are astral. Those that are cosmic draw their magic from the Abyss and beyond. Those that are astral draw their power from the Astral plane. Cosmic powers wane as they approach the core of a plane. Astral powers wane as they approach the Outer Darkness.

Good vs Evil

Another categorisation is between those Immortals who are Evil and those who are Good. The lines are often blurred, though. Tlactla, the Lord of Corruption, while steeped in the blood of the innocents he has murdered, might be a loyal ally when it comes to dealing with a mutual threat.

Enlightenment

As Immortals progress, they ascend to higher levels of enlightenment. They may focus this understanding in a specific way. For example, they may choose to understand the properties of Feralie as it relates to their magic. This means that all of their spells become a little more efficient. The Immortal chooses how they will focus their enlightenment. At another level, they may choose to reduce the casting costs of some or all of their spells, or to increase their effectiveness. They may advance a skill or proficiency that they know, or they may work on magical devices or instruments.
 Immortals is a role-playing game developed and run by Jim Arona.
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