"We became an Apprentice to a Magic Master of another world?!?!?!?" This roleplay is as the name entails all about the journey of a group of 5 or less kids (14-16 in age), as they become the apprentice of a magic user. They will grow from knowing nothing about magic, to becoming masters. A very long journey where they have to deal with many hardships. The roleplay first starts in modern times, these kids have most likely ran away from home for one reason or another. They have been running around until they found their first Clue. This clue was the starting point that magic existed, something that only people with the talent to perceive magic can find. By following these clues these kids find their way to a slightly run down shop in the alley of some random city. From there they meet the shop keeper, who ends up taking them on a long and hard journey as his apprentices. To a whole new world. I am trying to be spoiler free from my ideas, because the roleplay will start off with the Player Characters first meeting the Master who will teach them. Not sure what they are getting themselves into, they end up having to deal with a lot of things that he drags them into. For those interested, you may begin setting up a CS ahead of time, there will be probably a max of 5 players (not including myself), I wont go for first come first served on the CS either, so the ones I like the most will end up being the ones to join the roleplay. [hider=Character Sheet] [b]Name[/b]: [b]Age[/b]: [b]Appearance[/b]: [b]Talent[/b]: In this roleplay, people can learn any kind of magic they want (of course some limits since some would be OP) without limit, but most will have a Talent, meaning a magic they are more inclined to. Up to a max of 3 Magic for talent. (Note: Elemental is 6 different types; Fire, Earth, Air, Water, Light, and Darkness, so can't just say Elemental have to pick) [b]Grimoire Appearance[/b]: Each magic user creates a magic Grimoire when they start their adventure, this book record all their magic they create and learn, so it may be passed down if they wish it to be. The book starts small and gets bigger the more magic added, even changing it's form after so long. [b]First Spells[/b]: Everyone will begin with 1 spell per magic they are talented in, though they can't use it right away, they have to learn how to use magic and other things in story to use their magic. [b]Personality[/b]: [b]History[/b]: Give some flavor to your character telling their past, and maybe a bit of their journey to the shop. Note:if you want to mix history's with other players you need their permission to do so. [b]Other[/b]: Things not included in other parts of the sheet, maybe like important items to them and so on. [/hider] [hider=Some types of Magic] -Startable Magic- Fire Magic - Magic involving the Use of fire Water Magic - Magic involving the use of Water Ice Magic - Magic involving the use of Ice Wind/Air Magic - Magic involving the use of Wind/Air Earth Magic - Magic involving the use of Earth Light/Holy Magic - Magic involving the use of Light, to exorcise demons and undead among other uses. Darkness/Dark/UnHoly Magic - Magic involving the use of Dark/Darkness, also used to curse others. Summoning Magic - Magic involving the summoning of Magical Beasts, Creatures, and so on, that exist. Conjuring Magic - Magic Involving Summoning of objects, from weapons to tools, sometimes even food. Slave Magic - Magic involve Contracting a Magical Beast of some kind, forming a bond with the creature allowing the user to do various things through it. Nature Magic - Magic involving the manipulation of various plants, in various ways, such as causing plants to rapidly grow, among other things. Healing Magic - Magic involving the curing of various injuries, curing poison, dispelling curses, and so on. Neutral Magic - Neutral magic consists of life style magic to help everyday life. Such as magic to clean, and so on, also tends to consist of magic that have yet to build their own category. Enhancement Magic - Magic involving enhancing the body through various methods, allowing one to fight better in close combat. Shaman Magic - Magic involving calling apon spirits to cast various spells, if there are no spirits then the shaman can't do anything. -Advance Magic that people have to learn- Holy (Element) Magic - Magic Combining an element with Holy magic in order to fight undead or other unholy creatures on an even playing Field. Unholy (Element) Magic - Magic combining an Element with Unholy magic, causing various curses and other nasty things to those struck by it. Construction Magic - By combining specific magics one can create construction magic, which allows a user to build with magic. They can use it to create floors, walls, ceilings to create a house. While the far advance magic can even instantly build a house of some design. -Expert Magic- Dungeon Magic - By using Mana one can create a 'Dungeon' at a location, this dungeon can be controlled by the user, and manipulated with Mana and other Dungeon Magic spells. Dungeon magic also allows one to create mindless version of creatures, making their bodies out of Mana, to roam and protect the dungeon. (Think being a Dungeon Master) -Master Magic- Creation magic - By using Mana can create non-living objects out of thin air without them having to exist, the process to obtain this magic is unknown. -Forbidden Magic- Necromancer Magic - Magic involve creating the undead from dead bodies. Time Magic - Magic that can manipulate time to the whims of the user, can destroy the universe by causing a space time rift. Blood Magic - Magic involving using blood as a sacrifice to do various spells. a type of magic that can be used to replace using magical power, or to use blood itself in various ways. [/hider] [hider=Spells vs Abilities] Spells can only do actions as is 'programmed' in them. Such as a Fireball is a spell programed to Generate a ball of fire and then launch itself at a target location designated by the user. Spells can get complex in their designs creating more advanced spells but a spell can't be freely controlled outside of it's design. Abilities can be freely used and controlled as long as the user has enough concentration to do so, like manipulating flame to do what ever they desire, such as making a ball of fire, sending it at an enemy and making it change it's course and form freely as the user desires to hit their target. [/hider]