Post by queenbeast on Aug 3, 2016 14:58:39 GMT -5
Intro:
You wake up in a small dorm. You yawn and sit up. Your eyes widen as you remember what today is. You jump out of bed and throw on some clothes before rushing out of the dorm. A couple feet away from you is a large oak tree that has a face on it. One of it's eyes are missing. You smile kindly to the incredibly old tree before running down a tunnel. As you run out of the tunnel you see a large group of people crowded near a tower. You push past everyone and see a elderly looking man with a large snow owl. He is standing on a stage holding a piece of paper, you quickly run up the stairs to the stage and stop next to him. He smiled as you but you can tell he's annoyed as he hands you the piece of paper. You smile brightly... You are now a wizard, well a wizard student at one of the seven schools of Ravenwood. Who knows what kind of adventured you will face...
About this rp:
So this rp is kind of like a video game, since this rp was inspired by the wonderful game wizard101. You are a students of one of the seven magic schools. This world is a magical world with mythical creatures that are either friendly or they want to kill you. There are different world also, each world with harder monsters to fight. In all there are 110 levels (for now) Each school has different kinds of spells they can cast and on some levels they can go to their schools teacher and learn a new spell. Now even if you are a w101 fan and has no idea what it is, that's ok. If you have any questions about this feel free to tell me :3
Worlds and Places:
Wizard City- the first world that you are in if you are levels 1-15. But higher levels can still come and hang out.
Commons- A large place in wizard city that has a large clear blue lake and has a two story library with all the history if the town, all the other wolds, and where the headmaster lives. It is also linked to Ravenwood, Golem court, Pet pavilion, Unicorn way, and the shopping district
Ravenwood- A large a peaceful place in wizard city where in the middle of the place is a large magical oak tree who is named Bartelby and he is the grandfather tree, there is a portal near him that leads to all of the other worlds of the spiral. Five of the seven schools are located there (storm, life, myth, fire, and ice).
Golem Court- A not so well known place in wizard city that just has a large four story tower where a few golems had taken over the tower and no one has been able to beat them yet.
Pet Pavilion- A place where wizards go to train there pet and there is also a place there where they can breed their pets with other wizards pets.
Unicorn Way- A large place in wizard city that is infested with ghosts, skeletons, and evil fairies. Right next to the entrance of it is a waterfall where the death school is.
Shopping District- A large place in wizard city where all the wizards but items like clothes, wands, mounts, pets, and etc. It is connected to the commons, firecat alley, triton avenue, and cyclops lane.
Firecat Alley- A place that is engulfed in flames. Most fire wizards hang out there, but it is also infested with fire elves, fire snowmen, and... witches?
Triton Avenue- The last place where the last boss of wizard city is before you can go to next world. It is infested with zombies, haunted scarecrows, a kraken, and a goul that is the final boss.
Cyclops Lane- A place in wizard city that is infested with cyclops , trolls, and minotaurs
Krokotopia- The second world where wizards levels 15-25 are. Krokotopia is an ancient land of forgotten treasures. In this place, deserts surround the life-giving oasis in the shadow of towering pyramids. Krokotopia was once home to the Kroks, and it is rumored the Kroks have re-awakened and enslaved the Manders.
It is also the place where the balance school is.
Grizzleheim- A side world where a civilization of bears live. It's for level 20+ wizards. Inspired by Norse mythology, Grizzleheim & Wintertusk are airy, outdoor landscapes of snowy mountains, glacial ridges and towering trees that are home to three Wizard101 tribes - Bears, Wolves and Ravens.
Marleybone- The third world where wizards levels 25-30 are. Marleybone is the home of dogs, cats, and proper manners. The city has all the trappings of a modern society built upon scientific foundations. Big Ben, Scotland Yard, and the Royal Museum are some of the most famous sights in Marleybone.
Mooshu- The fourth world that wizards levels 30-40 are. MooShu is a beautiful land with a rich, deep history. Full cherry trees, carefully maintained gardens, and tall mountains can be found everywhere. Although this is a place of knowledge and tradition, there is a great mystery here.
Dragonspyre- The fifth world that wizards levels 40-50 are. Dragonspyre is an ancient, haunted world in which renegade professor Malistaire has recently been spotted! Once an advanced militant society, Dragonspyre had an esteemed Academy rivaling that of the Ravenwood School of Magical Arts in Wizard City. The inhabitants once held a special interest in Fire Magic.
Celestia- The sixth world where wizards levels 50-60 are. Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs.
Wysteria- A side world for wizards levels 30+. Wysteria was once a trade post and pleasant enough small town in the Wizard City cluster, not too far away but of little consequence in the overall scheme of things, until a magical incident occurred that caused a crawling vine to grow and completely overrun the town.
Zafaria- The seventh world where wizards levels 60-70 are. When a group of Ravenwood students go missing on a class field trip, Wizards are summoned to Zafaria! Wizards discover that high tensions run throughout Zafaria, as ancient tribes clash over territory and resources, while Morganthe's agents sow the seeds of chaos.
Avalon- The eighth world where wizards levels 70-80 are. Avalon is a world full of wonder and history. Who's history in particular? Why, Ravenwood's very own Merle Ambrose came from Avalon! With lush green trees and mythical creatures, it seems like nothing could go wrong in this beautiful world... but Morganthe has trouble brewing.
Azteca- The ninth world where wizards levels 80-90 are. Ten years ago a great comet appeared in the sky over Azteca, one of the oldest islands in the Spiral, a fragment of the First World. The comet panicked the Aztecosaurs and drove them to seek shelter in their underground mines. Most in the Spiral assumed Azteca was destroyed.
Aquila- A side world for wizards levels 30+. Behold mighty Aquila, land of noble eagles and glorious adventures! Aquila is home to the Immortal Games, an epic challenge hosted by the magical Immortals. The Games are open to any students of magic from around the Spiral.
Krysalis- The tenth world where wizards levels 90-100 are. The Wizards travel to a small Spiral island, a fragment of a broken world lost to time. From the edge of this island, one can see the dark swirl of Khrysalis. The Wizards will explore Morganthe's world, searching for ways to disrupt her power and learning the secrets of her magic in order to have a chance of restoring the Spiral.
Polaris- The eleventh world where wizards levels 100-110 are. At the very edge of the Spiral lies the world of Polaris. A land of frozen tears and long-forgotten secrets, this is where the once-proud kingdom of Penguinonia has fallen under the harsh rule of the Walrusk Empire. To set things right, the Wizard must forge an alliance with a mysterious witch and expose a dark plot that threatens to unravel the entire Spiral.
Magic Schools:
Life School- Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed. Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.
The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.
Death School- The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively. Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells. Death is about ending and closure. All things pass eventually, and time cannot be held back forever. Wizards devoted to Death Magic, known as Necromancers, understand this fact about everything around them and strive to face it without fear. They try to make the most of their time. Beware, though; some Wizards become morbid or try to cheat death through undeath. Necromancers use Whispers to strengthen their will, and draw on the power of courage to channel their own fears out of themselves and at their opponents. Death Magic sits between Ice and Storm, for the cold energy of undeath draws on those two forces.
Storm School- Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storm, known as Diviners, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them.Storm Magic has roots in the power of the majestic Storm Lords, the race of Titans that ruled the seas in the Days Before.The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.
Myth School- Myth is imagination. The power of the mind, and everything it can create, drives Myth Magic. It is illusion and dreams made real. If the Wizard can conceive it, it can be brought forth and even brought to life. Beware, though, for when imagination becomes too fanciful and whimsical, dreams can escape control and run wild. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name. Myth dwells between Fire and Ice, for that is where the shadows lie, and Myths are the shadowy forms of thought made real.
The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them.
Ice School- Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them.
Ice Magic has its origins in the great Ice Giants, a race of Titans that built massive castles in the sky in the Days Before. The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group.
Fire School- Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line. Having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding. Fire Magic traces its origins back to the fierce Fire Dragons, the race of Titans that ruled the land in the Days Before. The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.
Balance School- The Magic of Balance is harmony and finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to fill in the spaces between the Schools. Wizards who focus on Balance Magic, known as Sorcerers, are broad-minded. In their minds, all things deserve consideration, and there may be many answers to a single question. The drawback to this point of view is a tendency to seem impassive or indecisive and never willing to embrace a side or position. Sorcerers use Transmutation to blend the forces of the other schools for their spells. Sorcery does not draw upon internal aspects of the caster, nor does it rely on external forces. Instead, it is the creation of something new by combining elements in unique and powerful ways. The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players.
Rules:
1. Be nice to everyone, no one likes bullies
2. Only make enough characters that you can rp with, don't want your hands full and getting confused
3. Plz be active! I don't want to remove anyone from the rp because they haven't been on in 2 weeks.
4. Plz be semi literate when rping.
5. Plz try not to spam everyone, it's not that I hate it, it's just not my favorite.
6. When you just want to chat, like ask me a question, plz use these three options () {} [].
7. No perfect characters, your character is special in its way, don't try to outshine the others plz.
8. be at the most pg. rated plz
9. If you have read all of this and understand it, and follow it, put 'spiral' when you are done making your character.
10. Have fun! I know these are a couple of rules, but just have fun and be a little goofy
Joining Form:
||screen name||character name||description||personality||age||gender||school||pets(opt)||mounts(opt)||history(opt)||level||relationships(family,crush,etc)||other||
Members and their Characters:
QueenBeast- Jessica Golddreamer, Ryan Hawktalon, Julia Iceheart, Chris Titansword, Paige Moonshade, Lewis Icevault, Sarah Phoenixheart, and John Deathblade.
Characters:
||queenbeast||Jessica Golddreamer||Jess is a slim girl standing at 5'3. She has a fairly large chest and has light tan skin. She has baby blue eyes that seem to sparkle all the time. She is a good looking person. She has long straight dirty blonde hair that goes half way down her back. She wears a long sleeve light purple crop top with a trim of white, the crop top has two holes in it that shows her shoulders. She also has a light purple short skirt with a trim of white and light purple stockings that go up to her thighs with a trim of white. She wears light purple boots with heels. Her wand is a floating dark purple crystal that follows her around.||Jess is a cheerful and friendly person, she is a little clumsy and not one of the best fighters, she is more of a support kind of wizard. She can sometimes be hot headed and serious. She also acts quickly and is a natural leader when something bad happens.||16||female||balance||she has a small pet arctic fox that wears a white sweater||her mount is a mostly white crystal unicorn with light a light purple horn.||ever since she was little she was fascinated in magic.||96||sister is Julia Iceheart and has no crush yet.||
||queenbeast||Ryan Hawktalon||Ryan is a tall and muscular young man that stands at 6'7. He has dark tan skin with light hazel eyes and pitch black, messy hair. He wears a plain black t-shirt with dark blue skinny jeans and dark grey boots. His wand is a light silver spear with a lightning symbol on it.||Ryan, at first look looks like a cold person but he is actually a very friendly person who loves to help people. He seems to always be smiling even at the hardest of times and he can keep peoples hopes up when everything looks like there is no more hope. He also falls in love easily.||17||male||storm||He has a light tan pet cat with wings||His mount is a pitch black horse with red glowing eyes it's mane and tail is just shadows.||he had always wanted to help people so he became a wizard.||110||no family or crush yet.||
||queenbeast||Julia Iceheart||Julia is a tall and slim girl that stands at 5'6. She has pale white skin and icy light blue eyes. She has pure white hair that is usually put up in a pony tail. There is usually a cold aura around her. She wears a light grey sweater with white torn skinny jeans and white boots. Her wand is a large white and light silver sword.||Julia is a little bit of a cold person who is hot headed. She doesn't like to a lot of people and is usually by herself. But she can be easily embarrassed and is blind when it comes to love.||18||female||ice||a saint Bernard dog.||her mount is a large snow white stag.||she was never really interested in magic, but she wanted to make sure he little sister was ok so she became a wizard.||102||little sister is Jessica Golddreamer and has no crush yet.||
||queenbeast||Chris Titansword||A tall young man with light tan skin and dark blue eyes He always has a smirk on his face and is very muscular. He has dark blonde hair that is a little short in the back with bangs that cover some of his face, his eyes peeking through them. He usually wears a loose sweater that is dark red with a trim of dark yellow. He also wears light blue skinny jeans and black shoes. He Also has a necklace with a long silver chain that holds a light blue crystal that glows a little. He sometimes wears armor on him if he is in a fight with some monsters. His wand is a dark grey sword with a pair of wings on it.||Chris is a stubborn person, he usually can be a cold person and warns people to not go on his bad side. He is very loyal and he can also be a little bit of a flirt when he wants to be.||19||male||balance||he has a small pet velociraptor.||his mount is a large lion.||N/A||98||no family or crush yet.||
(will add the rest of my charries later)
Character Relationships:
>Means one likes the other
=They both like each other
* Means they are together
^Means they are related
Julia ^ Jessica
Updates:
New rp!
Events:
N/A
Others:
This rp was inspired by the mmo wizard101. Most of my characters are from me and my friends playing them. Jessica Goldreamer is my main charrie on the game. Julia Iceheart is my sisters. Chris Titansword, Paige Moonshade, Lewis Icevault, Sarah Phoenixheart, and John Deathblade are all of my best friends on the game also... :3 Anyways, I hope you guys enjoy this rp!
You wake up in a small dorm. You yawn and sit up. Your eyes widen as you remember what today is. You jump out of bed and throw on some clothes before rushing out of the dorm. A couple feet away from you is a large oak tree that has a face on it. One of it's eyes are missing. You smile kindly to the incredibly old tree before running down a tunnel. As you run out of the tunnel you see a large group of people crowded near a tower. You push past everyone and see a elderly looking man with a large snow owl. He is standing on a stage holding a piece of paper, you quickly run up the stairs to the stage and stop next to him. He smiled as you but you can tell he's annoyed as he hands you the piece of paper. You smile brightly... You are now a wizard, well a wizard student at one of the seven schools of Ravenwood. Who knows what kind of adventured you will face...
About this rp:
So this rp is kind of like a video game, since this rp was inspired by the wonderful game wizard101. You are a students of one of the seven magic schools. This world is a magical world with mythical creatures that are either friendly or they want to kill you. There are different world also, each world with harder monsters to fight. In all there are 110 levels (for now) Each school has different kinds of spells they can cast and on some levels they can go to their schools teacher and learn a new spell. Now even if you are a w101 fan and has no idea what it is, that's ok. If you have any questions about this feel free to tell me :3
Worlds and Places:
Wizard City- the first world that you are in if you are levels 1-15. But higher levels can still come and hang out.
Commons- A large place in wizard city that has a large clear blue lake and has a two story library with all the history if the town, all the other wolds, and where the headmaster lives. It is also linked to Ravenwood, Golem court, Pet pavilion, Unicorn way, and the shopping district
Ravenwood- A large a peaceful place in wizard city where in the middle of the place is a large magical oak tree who is named Bartelby and he is the grandfather tree, there is a portal near him that leads to all of the other worlds of the spiral. Five of the seven schools are located there (storm, life, myth, fire, and ice).
Golem Court- A not so well known place in wizard city that just has a large four story tower where a few golems had taken over the tower and no one has been able to beat them yet.
Pet Pavilion- A place where wizards go to train there pet and there is also a place there where they can breed their pets with other wizards pets.
Unicorn Way- A large place in wizard city that is infested with ghosts, skeletons, and evil fairies. Right next to the entrance of it is a waterfall where the death school is.
Shopping District- A large place in wizard city where all the wizards but items like clothes, wands, mounts, pets, and etc. It is connected to the commons, firecat alley, triton avenue, and cyclops lane.
Firecat Alley- A place that is engulfed in flames. Most fire wizards hang out there, but it is also infested with fire elves, fire snowmen, and... witches?
Triton Avenue- The last place where the last boss of wizard city is before you can go to next world. It is infested with zombies, haunted scarecrows, a kraken, and a goul that is the final boss.
Cyclops Lane- A place in wizard city that is infested with cyclops , trolls, and minotaurs
Krokotopia- The second world where wizards levels 15-25 are. Krokotopia is an ancient land of forgotten treasures. In this place, deserts surround the life-giving oasis in the shadow of towering pyramids. Krokotopia was once home to the Kroks, and it is rumored the Kroks have re-awakened and enslaved the Manders.
It is also the place where the balance school is.
Grizzleheim- A side world where a civilization of bears live. It's for level 20+ wizards. Inspired by Norse mythology, Grizzleheim & Wintertusk are airy, outdoor landscapes of snowy mountains, glacial ridges and towering trees that are home to three Wizard101 tribes - Bears, Wolves and Ravens.
Marleybone- The third world where wizards levels 25-30 are. Marleybone is the home of dogs, cats, and proper manners. The city has all the trappings of a modern society built upon scientific foundations. Big Ben, Scotland Yard, and the Royal Museum are some of the most famous sights in Marleybone.
Mooshu- The fourth world that wizards levels 30-40 are. MooShu is a beautiful land with a rich, deep history. Full cherry trees, carefully maintained gardens, and tall mountains can be found everywhere. Although this is a place of knowledge and tradition, there is a great mystery here.
Dragonspyre- The fifth world that wizards levels 40-50 are. Dragonspyre is an ancient, haunted world in which renegade professor Malistaire has recently been spotted! Once an advanced militant society, Dragonspyre had an esteemed Academy rivaling that of the Ravenwood School of Magical Arts in Wizard City. The inhabitants once held a special interest in Fire Magic.
Celestia- The sixth world where wizards levels 50-60 are. Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs.
Wysteria- A side world for wizards levels 30+. Wysteria was once a trade post and pleasant enough small town in the Wizard City cluster, not too far away but of little consequence in the overall scheme of things, until a magical incident occurred that caused a crawling vine to grow and completely overrun the town.
Zafaria- The seventh world where wizards levels 60-70 are. When a group of Ravenwood students go missing on a class field trip, Wizards are summoned to Zafaria! Wizards discover that high tensions run throughout Zafaria, as ancient tribes clash over territory and resources, while Morganthe's agents sow the seeds of chaos.
Avalon- The eighth world where wizards levels 70-80 are. Avalon is a world full of wonder and history. Who's history in particular? Why, Ravenwood's very own Merle Ambrose came from Avalon! With lush green trees and mythical creatures, it seems like nothing could go wrong in this beautiful world... but Morganthe has trouble brewing.
Azteca- The ninth world where wizards levels 80-90 are. Ten years ago a great comet appeared in the sky over Azteca, one of the oldest islands in the Spiral, a fragment of the First World. The comet panicked the Aztecosaurs and drove them to seek shelter in their underground mines. Most in the Spiral assumed Azteca was destroyed.
Aquila- A side world for wizards levels 30+. Behold mighty Aquila, land of noble eagles and glorious adventures! Aquila is home to the Immortal Games, an epic challenge hosted by the magical Immortals. The Games are open to any students of magic from around the Spiral.
Krysalis- The tenth world where wizards levels 90-100 are. The Wizards travel to a small Spiral island, a fragment of a broken world lost to time. From the edge of this island, one can see the dark swirl of Khrysalis. The Wizards will explore Morganthe's world, searching for ways to disrupt her power and learning the secrets of her magic in order to have a chance of restoring the Spiral.
Polaris- The eleventh world where wizards levels 100-110 are. At the very edge of the Spiral lies the world of Polaris. A land of frozen tears and long-forgotten secrets, this is where the once-proud kingdom of Penguinonia has fallen under the harsh rule of the Walrusk Empire. To set things right, the Wizard must forge an alliance with a mysterious witch and expose a dark plot that threatens to unravel the entire Spiral.
Magic Schools:
Life School- Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed. Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.
The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.
Death School- The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively. Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells. Death is about ending and closure. All things pass eventually, and time cannot be held back forever. Wizards devoted to Death Magic, known as Necromancers, understand this fact about everything around them and strive to face it without fear. They try to make the most of their time. Beware, though; some Wizards become morbid or try to cheat death through undeath. Necromancers use Whispers to strengthen their will, and draw on the power of courage to channel their own fears out of themselves and at their opponents. Death Magic sits between Ice and Storm, for the cold energy of undeath draws on those two forces.
Storm School- Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storm, known as Diviners, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them.Storm Magic has roots in the power of the majestic Storm Lords, the race of Titans that ruled the seas in the Days Before.The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.
Myth School- Myth is imagination. The power of the mind, and everything it can create, drives Myth Magic. It is illusion and dreams made real. If the Wizard can conceive it, it can be brought forth and even brought to life. Beware, though, for when imagination becomes too fanciful and whimsical, dreams can escape control and run wild. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name. Myth dwells between Fire and Ice, for that is where the shadows lie, and Myths are the shadowy forms of thought made real.
The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them.
Ice School- Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them.
Ice Magic has its origins in the great Ice Giants, a race of Titans that built massive castles in the sky in the Days Before. The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group.
Fire School- Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line. Having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding. Fire Magic traces its origins back to the fierce Fire Dragons, the race of Titans that ruled the land in the Days Before. The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.
Balance School- The Magic of Balance is harmony and finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to fill in the spaces between the Schools. Wizards who focus on Balance Magic, known as Sorcerers, are broad-minded. In their minds, all things deserve consideration, and there may be many answers to a single question. The drawback to this point of view is a tendency to seem impassive or indecisive and never willing to embrace a side or position. Sorcerers use Transmutation to blend the forces of the other schools for their spells. Sorcery does not draw upon internal aspects of the caster, nor does it rely on external forces. Instead, it is the creation of something new by combining elements in unique and powerful ways. The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players.
Rules:
1. Be nice to everyone, no one likes bullies
2. Only make enough characters that you can rp with, don't want your hands full and getting confused
3. Plz be active! I don't want to remove anyone from the rp because they haven't been on in 2 weeks.
4. Plz be semi literate when rping.
5. Plz try not to spam everyone, it's not that I hate it, it's just not my favorite.
6. When you just want to chat, like ask me a question, plz use these three options () {} [].
7. No perfect characters, your character is special in its way, don't try to outshine the others plz.
8. be at the most pg. rated plz
9. If you have read all of this and understand it, and follow it, put 'spiral' when you are done making your character.
10. Have fun! I know these are a couple of rules, but just have fun and be a little goofy
Joining Form:
||screen name||character name||description||personality||age||gender||school||pets(opt)||mounts(opt)||history(opt)||level||relationships(family,crush,etc)||other||
Members and their Characters:
QueenBeast- Jessica Golddreamer, Ryan Hawktalon, Julia Iceheart, Chris Titansword, Paige Moonshade, Lewis Icevault, Sarah Phoenixheart, and John Deathblade.
Characters:
||queenbeast||Jessica Golddreamer||Jess is a slim girl standing at 5'3. She has a fairly large chest and has light tan skin. She has baby blue eyes that seem to sparkle all the time. She is a good looking person. She has long straight dirty blonde hair that goes half way down her back. She wears a long sleeve light purple crop top with a trim of white, the crop top has two holes in it that shows her shoulders. She also has a light purple short skirt with a trim of white and light purple stockings that go up to her thighs with a trim of white. She wears light purple boots with heels. Her wand is a floating dark purple crystal that follows her around.||Jess is a cheerful and friendly person, she is a little clumsy and not one of the best fighters, she is more of a support kind of wizard. She can sometimes be hot headed and serious. She also acts quickly and is a natural leader when something bad happens.||16||female||balance||she has a small pet arctic fox that wears a white sweater||her mount is a mostly white crystal unicorn with light a light purple horn.||ever since she was little she was fascinated in magic.||96||sister is Julia Iceheart and has no crush yet.||
||queenbeast||Ryan Hawktalon||Ryan is a tall and muscular young man that stands at 6'7. He has dark tan skin with light hazel eyes and pitch black, messy hair. He wears a plain black t-shirt with dark blue skinny jeans and dark grey boots. His wand is a light silver spear with a lightning symbol on it.||Ryan, at first look looks like a cold person but he is actually a very friendly person who loves to help people. He seems to always be smiling even at the hardest of times and he can keep peoples hopes up when everything looks like there is no more hope. He also falls in love easily.||17||male||storm||He has a light tan pet cat with wings||His mount is a pitch black horse with red glowing eyes it's mane and tail is just shadows.||he had always wanted to help people so he became a wizard.||110||no family or crush yet.||
||queenbeast||Julia Iceheart||Julia is a tall and slim girl that stands at 5'6. She has pale white skin and icy light blue eyes. She has pure white hair that is usually put up in a pony tail. There is usually a cold aura around her. She wears a light grey sweater with white torn skinny jeans and white boots. Her wand is a large white and light silver sword.||Julia is a little bit of a cold person who is hot headed. She doesn't like to a lot of people and is usually by herself. But she can be easily embarrassed and is blind when it comes to love.||18||female||ice||a saint Bernard dog.||her mount is a large snow white stag.||she was never really interested in magic, but she wanted to make sure he little sister was ok so she became a wizard.||102||little sister is Jessica Golddreamer and has no crush yet.||
||queenbeast||Chris Titansword||A tall young man with light tan skin and dark blue eyes He always has a smirk on his face and is very muscular. He has dark blonde hair that is a little short in the back with bangs that cover some of his face, his eyes peeking through them. He usually wears a loose sweater that is dark red with a trim of dark yellow. He also wears light blue skinny jeans and black shoes. He Also has a necklace with a long silver chain that holds a light blue crystal that glows a little. He sometimes wears armor on him if he is in a fight with some monsters. His wand is a dark grey sword with a pair of wings on it.||Chris is a stubborn person, he usually can be a cold person and warns people to not go on his bad side. He is very loyal and he can also be a little bit of a flirt when he wants to be.||19||male||balance||he has a small pet velociraptor.||his mount is a large lion.||N/A||98||no family or crush yet.||
(will add the rest of my charries later)
Character Relationships:
>Means one likes the other
=They both like each other
* Means they are together
^Means they are related
Julia ^ Jessica
Updates:
New rp!
Events:
N/A
Others:
This rp was inspired by the mmo wizard101. Most of my characters are from me and my friends playing them. Jessica Goldreamer is my main charrie on the game. Julia Iceheart is my sisters. Chris Titansword, Paige Moonshade, Lewis Icevault, Sarah Phoenixheart, and John Deathblade are all of my best friends on the game also... :3 Anyways, I hope you guys enjoy this rp!