Mar 18, 2019 13:15:44 GMT
Post by Æther on Mar 18, 2019 13:15:44 GMT
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[attr="class","opmindtopleft"]04
[attr="class","opmindtopright"]MAGIC GUIDELINES
[attr="class","opmindtop2"]EVERYTHING YOU SHOULD KNOW ABOUT MAGIC
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[attr="class","opmindblurb1"]4.01 Out of character, magic is your character's power and the main focus of this world's action. Magic is applied separately from your character, using the Magic Application and posted in the Magic Application sub-board. Please label your app as "Character first last - character class". It can applied before, simultaneously or together with your character. Upon approval, your magic thread will be attached to your character thread. This means that at latest upon approval you should have a character thread up![break][break]
4.02 Magic is this world's only supernatural concept. Characters can not claim to use a different source of energy for their powers. Spiritual energy, chi, chakra and so on don't exist in this universe and never will. Any and all supernatural elements must be tied to the idea of magic. A more in depth explanation of how magic is understood in this universe can be found in the Magic Section of the Encyclopedia Magica.[break][break]
4.03 Magic is divided into different schools that focus on the way it is applied on the world our characters exist in. These schools ultimately express themselves in five different classes that your character can take up depending on how they want to express their magical abilities. These can be found in the Class Guidelines. [break][break]
4.04 While characters start out as one class (some canons being exceptions), they can expand their abilities by purchasing a second class slot that allows them to take on a secondary class. A character may also go on to purchase a tertiary class.[break][break]
4.05 Every class has unique ways in which they can express magic that can also be found in the Class Guidelines. Spells exist to utilize a class' unique way of manipulating Aether in creative ways that build on the principle of the magic. Spells and other abilities can be purchased at the Magic Shop.[break][break]
4.06 Generally speaking, there are no limitations on what a magic can be. There are no hard bans on any kind of ability. Some powers, such as time-based powers, spatial manipulation, gravity manipulation, mind reading and thought control will be restricted as to their drawbacks and circumstances of their use. However, make sure that you create a balanced set of powers. Strong abilities will require significant weaknessess. For further clarification consult the Creation Guide![break][break]
4.07 While magic is not restricted by any kind of resource, such as mana, or your energy reserves, spells will be limited by durations and cooldowns that they must adhere to. While durations and cooldowns must be followed strictly once established for a spell, there are no specific guidelines that spells must adhere to. Some spells may have incredibly long, or even permanent durations, while some spells may not have any cooldowns. Whether or not your durations and cooldowns are balanced, will be decided on a case-by-case basis. It might be helpful to look at approved characters first and consult the Creation Guide![break][break]
4.02 Magic is this world's only supernatural concept. Characters can not claim to use a different source of energy for their powers. Spiritual energy, chi, chakra and so on don't exist in this universe and never will. Any and all supernatural elements must be tied to the idea of magic. A more in depth explanation of how magic is understood in this universe can be found in the Magic Section of the Encyclopedia Magica.[break][break]
4.03 Magic is divided into different schools that focus on the way it is applied on the world our characters exist in. These schools ultimately express themselves in five different classes that your character can take up depending on how they want to express their magical abilities. These can be found in the Class Guidelines. [break][break]
4.04 While characters start out as one class (some canons being exceptions), they can expand their abilities by purchasing a second class slot that allows them to take on a secondary class. A character may also go on to purchase a tertiary class.[break][break]
4.05 Every class has unique ways in which they can express magic that can also be found in the Class Guidelines. Spells exist to utilize a class' unique way of manipulating Aether in creative ways that build on the principle of the magic. Spells and other abilities can be purchased at the Magic Shop.[break][break]
4.06 Generally speaking, there are no limitations on what a magic can be. There are no hard bans on any kind of ability. Some powers, such as time-based powers, spatial manipulation, gravity manipulation, mind reading and thought control will be restricted as to their drawbacks and circumstances of their use. However, make sure that you create a balanced set of powers. Strong abilities will require significant weaknessess. For further clarification consult the Creation Guide![break][break]
4.07 While magic is not restricted by any kind of resource, such as mana, or your energy reserves, spells will be limited by durations and cooldowns that they must adhere to. While durations and cooldowns must be followed strictly once established for a spell, there are no specific guidelines that spells must adhere to. Some spells may have incredibly long, or even permanent durations, while some spells may not have any cooldowns. Whether or not your durations and cooldowns are balanced, will be decided on a case-by-case basis. It might be helpful to look at approved characters first and consult the Creation Guide![break][break]
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PHARAOH LEAP CREATES