Post by The Administrator on May 22, 2009 2:25:19 GMT -5
This was originally posted by Ainsel and can be considered the general guideline for magic characters in the RP.
All forms of magic draw mana from ley lines and intersections of ley lines, both of which are far more common in Walsh than anywhere else (although they do exist in other places.) Thus, Walsh is a natural home to many magic wielders, who find themselves more powerful there.
Magical characters fall into one of these categories:
1. The character can manipulate or tap into ley lines to generate a single, defined effect, basically a superpower for most intents and purposes. This is an innate ability and cannot be trained or learned. They may or may not be able to visualize the actual ley lines. (Dowser is the precedent character of this category.)
2. The character has some magical talent but little or no magic education, and have joined a cult or similar organization. Gaining entrance into a cult is often by invitation only, and membership is typically for life so members don't reveal rare and highly prized magical secrets to rival groups. A cult will typically spend years devoted to researching a single powerful spell, either accomplishing a supernatural effect or a natural effect over a suitably large area, such as a city block or even more. Example spells: resurrection, a miniature natural disaster.
And if a lone cult's actions were not enough, cults tend to view each other as rivals competing for lost knowledge and prime magical real estate, and every number of years, a magical turf war will break out...
3. The character has come into possession of a magic item(s), that they use to complement their natural or supernatural powers and abilities. Alternatively, they have become a supernatural creature (werewolf, etc.) by whatever means.
4. I saved this one for last since it is the most text-heavy description. The character can learn and cast spells like traditional fantasy mages (the D&D Wizard class, for example.) Such characters, unlike the first category, tend to favor versatility over specialty, although they will favor certain spells over others depending on their personality. Generally speaking, spells require both speaking, and hand and/or body movements. More advanced spells might require a magic circle.
It is highly recommended for magical characters of this category to list their specialty spells, or the effects thereof, in their profile.
-A "simple" spell will create a common natural effect or the actions of a simple, common tool: e.g. creating a light source or magically opening a padlock. Casting time is measured in seconds. A moderately experienced mage has probably memorized a good number of these spells; an experienced mage could seldom improvise one on the spot.
-An "advanced" spell will bend otherwise natural forces to one's will, or duplicate a complex tool(s): e.g. fireball, personal flight, or cracking a safe. Casting time is measured in minutes. Similar-themed spells might have similar casting methods, naturally leading to specialization in a themed area. A moderately experienced mage might know a handful of fire-related spells; an experienced mage would rely on the same handful of spells but also be adaptable in a pinch (e.g. control the direction of a fireball mid-flight, or mold it into a cube rather than a sphere.)
-Due to the relatively long casting times, many mages use their apprentice(s) to distract and harry potential targets with quick, simple spells, while they cast their main spell. Against other mages, this affair becomes a highly ritualized magical duel, where both sides agree on a time and place, and a fixed length of time beforehand to plan strategy, and prepare spells and counter spells. A whole subculture has sprung up around magical duels as competitions, and duels between the most experienced mages have often been compared to skilled chess games.
All forms of magic draw mana from ley lines and intersections of ley lines, both of which are far more common in Walsh than anywhere else (although they do exist in other places.) Thus, Walsh is a natural home to many magic wielders, who find themselves more powerful there.
Magical characters fall into one of these categories:
1. The character can manipulate or tap into ley lines to generate a single, defined effect, basically a superpower for most intents and purposes. This is an innate ability and cannot be trained or learned. They may or may not be able to visualize the actual ley lines. (Dowser is the precedent character of this category.)
2. The character has some magical talent but little or no magic education, and have joined a cult or similar organization. Gaining entrance into a cult is often by invitation only, and membership is typically for life so members don't reveal rare and highly prized magical secrets to rival groups. A cult will typically spend years devoted to researching a single powerful spell, either accomplishing a supernatural effect or a natural effect over a suitably large area, such as a city block or even more. Example spells: resurrection, a miniature natural disaster.
And if a lone cult's actions were not enough, cults tend to view each other as rivals competing for lost knowledge and prime magical real estate, and every number of years, a magical turf war will break out...
3. The character has come into possession of a magic item(s), that they use to complement their natural or supernatural powers and abilities. Alternatively, they have become a supernatural creature (werewolf, etc.) by whatever means.
4. I saved this one for last since it is the most text-heavy description. The character can learn and cast spells like traditional fantasy mages (the D&D Wizard class, for example.) Such characters, unlike the first category, tend to favor versatility over specialty, although they will favor certain spells over others depending on their personality. Generally speaking, spells require both speaking, and hand and/or body movements. More advanced spells might require a magic circle.
It is highly recommended for magical characters of this category to list their specialty spells, or the effects thereof, in their profile.
-A "simple" spell will create a common natural effect or the actions of a simple, common tool: e.g. creating a light source or magically opening a padlock. Casting time is measured in seconds. A moderately experienced mage has probably memorized a good number of these spells; an experienced mage could seldom improvise one on the spot.
-An "advanced" spell will bend otherwise natural forces to one's will, or duplicate a complex tool(s): e.g. fireball, personal flight, or cracking a safe. Casting time is measured in minutes. Similar-themed spells might have similar casting methods, naturally leading to specialization in a themed area. A moderately experienced mage might know a handful of fire-related spells; an experienced mage would rely on the same handful of spells but also be adaptable in a pinch (e.g. control the direction of a fireball mid-flight, or mold it into a cube rather than a sphere.)
-Due to the relatively long casting times, many mages use their apprentice(s) to distract and harry potential targets with quick, simple spells, while they cast their main spell. Against other mages, this affair becomes a highly ritualized magical duel, where both sides agree on a time and place, and a fixed length of time beforehand to plan strategy, and prepare spells and counter spells. A whole subculture has sprung up around magical duels as competitions, and duels between the most experienced mages have often been compared to skilled chess games.