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guide:magic [2017/02/26 22:40] – [OOC Notes] eistheid | guide: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' | * Requires practice and adherence to a set of rules, often unique to the practitioner' | ||
- | * 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 |
- | * During | + | * After conception, during |
- | * The development of the organism creates a template within their structure attuned to their specific ' | + | * The development of the organism creates a template within their structure attuned to their specific |
+ | * Alternatively some magical practices allow the creation of what is commonly known as a " | ||
* 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' | - Each caster has their own flair when it comes to spells. One caster' | ||
+ | |||
+ | ==== 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' | ||
+ | |||
+ | Further, the preparation, | ||
+ | |||
+ | 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/ | ||
+ | * 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. | ||