guide:magic

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guide:magic [2017/02/26 22:40] – [OOC Notes] eistheidguide:magic [2017/04/23 00:13] (current) eistheid
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   * Requires an investment of time both to perform and improve.   * Requires an investment of time both to perform and improve.
   * Requires practice and adherence to a set of rules, often unique to the practitioner's culture, however, universal for their 'style' of application.   * Requires practice and adherence to a set of rules, often unique to the practitioner's culture, however, universal for their 'style' of application.
-  * Only individuals of a biological species are capable of interacting with magical forces. Robots and synthetic species are incapable of producing magical effects. +  * Only individuals of a biological species with an evolutionary line stretching back to single celled organisms are capable of interacting with magical forces. Robots and synthetic species are incapable of producing magical effects. 
-    * During initial cell division, a connection is established between the organism and magic, connection which improves as the organism develops to maturity, the repeated biological process tying the force more closely to the organism and forming the basis of what is observed, and referred to as the 'analog soul.' +    * After conception, during initial cell division of the zygote((or nucleus in asexual species)), a connection is established between the organism and magic, this connection improves as the organism develops to maturity, the repeated cellular biological process tying the force more closely to the organism and forming the basis of what is observed, and referred to as the [[guide:magic:soul|'analog soul.']] 
-    * The development of the organism creates a template within their structure attuned to their specific 'soul' in the event that an individual is cloned((only via 'slow' cloning processes)), a duplicate of this 'soul' is imprinted upon the clone allowing the clone to interact with magical forces in a loosely 1:1 manner when compared to the original. Effectively functioning as a 'signature' for the individual.+    * The development of the organism creates a template within their structure attuned to their specific [[guide:magic:soul|'soul']] in the event that an individual is cloned((only via 'slow' [[guide:cloning|cloning]] processes)), a duplicate of this 'soul' is imprinted upon the clone allowing the clone to interact with magical forces in a loosely 1:1 manner when compared to the original. Effectively functioning as a 'signature' for the individual. This process however typically fails to restore the development of a magic user's capabilities fully and requires a period of re-training to restore what has been lost. 
 +    * Alternatively some magical practices allow the creation of what is commonly known as a "phylactery" which allows for an individual to bind their 'soul' to a magical item preventing its loss upon death. Through this, an individual may safeguard their soul upon death for either religious purposes, or to allow for a restoration of their soul to a corporeal form provided adequate steps have been taken prior to death.
   * Some schools of magical practice are capable of imbuing objects, or creating objects with magical properties. Though this is universally an activity that requires a large investment of time and resources.   * Some schools of magical practice are capable of imbuing objects, or creating objects with magical properties. Though this is universally an activity that requires a large investment of time and resources.
  
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   - Every mage has a tell. Casting happens in their own way, but they must indicate it. It could be a word, it could be a gesture.   - Every mage has a tell. Casting happens in their own way, but they must indicate it. It could be a word, it could be a gesture.
   - Each caster has their own flair when it comes to spells. One caster's spells may have flame-like flares coming off of their castings, another's may ring like bells when spelled. Or it might let off a scent of cinnamon. Essentially, no two casters need to look the same when casting the same spell.   - Each caster has their own flair when it comes to spells. One caster's spells may have flame-like flares coming off of their castings, another's may ring like bells when spelled. Or it might let off a scent of cinnamon. Essentially, no two casters need to look the same when casting the same spell.
 +
 +==== Etiquette ====
 +
 +One of the most important aspects when it comes to writing magic is getting your GM's OK. Any magical abilities, spells, effects, rituals, etc. need to be cleared with you GM prior to use in character. To this end any specialized spells, abilities, or items must be written up, attached to your character's page, and indicated clearly to your GM before they may be implemented.
 +
 +Further, the preparation, activation, and application of all magic must be explicitly written in your posts. If your character prepares certain spells or items before a section of a story, they must all be included in your post even if they are passive or contingency effects. This is expressly to prevent the sudden appearance of magical effects or abilities without any explanation which only serves to frustrate GMs and other players.
 +
 +In the extremely unlikely event that there is a plausible reason for a magical ability, or action to be performed secretly for whatever reason and can't be addressed in the descriptive text of a post, the player must discuss the circumstances and application with their GM and come to an agreement before implementation IC.
 +
 +===== Additional Reading =====
 +
 +  * Magic schools/styles - index of styles of magic within the setting.
 +  * Magic spells
 +  * Magic items
 +    * Magic potions
 +    * Magic scrolls
 +    * General magic consumables
 +    * Magic materials
 +    * Magic armors
 +    * Magic weapons
 +    * ???
  
 ===== OOC Notes for additon? ===== ===== OOC Notes for additon? =====
  
-  * If it applies to clones too, I can see an underground slave trade involving cloning talented casters for their talents to groom a clone into a bodyguard, soldier, etc. 
   * I did also have an “aura” system in place for some of my characters. . . not like a “GAIN +5 TO ALL ALLIES” type of aura, but more of a sort of passive deal to a caster. One was a magic ward, reducing the effects of magics cast on them. Another was an analytic aura, able to scan magics around them and feed their caster information.   * I did also have an “aura” system in place for some of my characters. . . not like a “GAIN +5 TO ALL ALLIES” type of aura, but more of a sort of passive deal to a caster. One was a magic ward, reducing the effects of magics cast on them. Another was an analytic aura, able to scan magics around them and feed their caster information.
  
  • guide/magic.1488166829.txt.gz
  • Last modified: 2017/02/26 22:40
  • by eistheid