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 Post subject: Tri Academy
PostPosted: Thu Jul 13, 2017 5:46 am 

Lost somewhere.....

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This academy will offer different things than the first and will go at a fast pace. I will expect you to be able to post 25 words (3 lines) each time that will lead the RP forward and into an interesting situation or mishap. I hope that everyone will be able to post daily. If you don’t, you are still responsible for what is covered for I will assume that you are in the classroom whether or not you decide to come to post.
There will be plenty of opportunities to not be in class due to something or another. It is run by 4 young teachers who just became joint owners of this academy.
Naurene DeForrest- Head of Traditional Magic
Sean Thomas DeForrest- Head of Draconic Arts
Rosetta DeForrest- Head of Witchdom
Dermot DeForrest- Head of Wildlife

Character Sheet | +
Name:
Age: 14- 19
Gender:
Rank the following Core Elements from the one that fits you best to the one that doesn't fit you very well.
Air/Wind; Earth; Fire;Water ((see below spoilers))


My CS: | +
Name: Naurene Rose DeForrest-Head of Traditional Magic
Age:25
Gender:female
Rank the following Core Elements from the one that fits you best to the one that doesn't fit you very well.
Air/Wind; Earth; Fire;Water
1. Earth
2. Fire
3. Water
4.Air/Wind



Name: Sean Thomas DeForrest- Head of Draconic Arts
Age: 25
Gender: male
Rank the following Core Elements from the one that fits you best to the one that doesn't fit you very well.
Air/Wind; Earth; Fire; Water
1. Fire
2. Air/Wind
3. Earth
4. Water


Name: Rosetta Cara DeForrest- Head of Witchdom
Age: 25
Gender: female
Rank the following Core Elements from the one that fits you best to the one that doesn't fit you very well.
Air/Wind; Earth; Fire; Water
1. Water
2. Earth
3. Air/Wind
4. Fire


Name:Dermot Sean DeForrest- Head of Wildlife
Age: 25
Gender: male
Rank the following Core Elements from the one that fits you best to the one that doesn't fit you very well.
Air/Wind; Earth; Fire; Water
1. Air/Wind
2. Fire
3. Water
4. Earth


Itinerary of the RP | +
The Letter Receiving
The Fall- where you ‘fall’ into the Academy
Orientation-----add the part of the testing chamber.
Course Choices/Course Orientations
Draconic Arts
Traditional Magic
Witchdom
Lunch
Entry Level Subjects
Bridge Mix Galaxy and Safe Haven
The Wonders of the Human Magickal Body
Anatomy of Your Own Pet, Familiar, Companion, Dragon
What Do You Need for Your Own Pet, Familiar, Companion, Dragon
Thought Transference
Auras
Usage of Wands and Equipment- Traditional and Witchdom
Socialization and Snacks
Your Choices

Level 1 Combined Classes
Personal Development
Meditation 1
This class is design so that one can learn how to concentrate better and block out outside noises.
Basic Core Elements
Air/Wind Magic
1- Make a small breeze.
2- Gusts- short blast of wind that lasts 30-40 seconds.

3- Blasts of wind – can last up to 10 to20 minutes depending on experience.

4- Create and manipulate wind currents

5- Make a sturdy wind- lasting for up to an hour depending on experience

6- Make a wind devil- small whirlwind

Fire/Heat Magic
1- Make a spark

2- Small flame

3- Heat something up

4- Fire balls

5- Heat wave- waves of a heat forced towards an object or creature

Water Magic
1- Make water move without touching

2- Pull water out of air

3- Water Spout- a small water devil

4- Throw a stream of water

5- Heat wave- waves of a heat forced towards an object or creature


Earth Magic

1- Trembling- Make ground tremble

2- Rising 1-Make ground rise up into a mole hill

3- Shaking- Make pebbles move

4- Rising 2-Make ground rise up into a hill

Secondary Core Elementals

Cold Magic
1- Cold Drawing-Draw heat away from things

2- Hail- small balls of ice up to the size of golf balls

3- Ice Balls- small balls of ice up to the size of baseball


Sound Magic
1- Ventriloquist- able to throw voice to various locations

Outside of the Body Abilities
Light Magic
1- Shining-Brighten darker areas

2- Light ball- Create a ball of light

3- Light Flash- a bright light that temporally blinds creatures

4- Reflect- a light shield that reflects the magic away from the user. Can be
flat or concave or convex

Creatureology/Dragonology and Mental Magicks
1. Mind bonding with your Creatures.
1-You now have a Mythical Creature

World Knowledge
Plantology-Traditional and Witchdom
1- Growth-common plants grow slightly faster

2- Encourage-Persuade common plants to do something

3- Herbal healing- the making of common potions that will assist in healing

Herbology Lab- Traditional and Witchdom
Read and follow Druid Ranger Zane’s Pharmacopoeia: Guide to Potions, Herbs, Magical Vegetation and Wilderness Survival- Chapters 1 and 2

Physical Training- Draconic Arts, Traditional Magicks
Weight Room
1- Tread Mill
2- Bicycle

3- Abs Machine

4- Work Bench

5- Dumb Bells

6- Rowing Machine

7- Leg Machine

Independent Study

Archaic Language 1- Traditional and Witchdom

A must have course for Traditional and Witchdom
Learn a new language that is not used any longer or make one of your own. All Students must find a secret way of their own to write their Spells in a Grimoire.

You will need to know this Language by Level 3. Taught by or assisted by Autobots and 'will be recorded for credit. No one will be told of your own language except for 'the fact that you created one or not to the teacher for credit.

Calligraphy 1 Traditional and Witchdom

Learn how to write simple Calligraphy which will make your Grimoires harder to read.

Musical Instrument 1- All

_________________
Just an FYI to everyone! I am now a Grandmother who is babysitting Rowan. That means his needs come first and I may suddenly disappear yet seem to be online. Thank you for your understanding and patience. :)


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