Magic Rules
Sept 16, 2015 17:31:46 GMT -6
Post by Xenoxice on Sept 16, 2015 17:31:46 GMT -6
About the Magic
Those who live in the world of Noctre Imperii have access to many different types of magic and abilities. In fact, it's one of the cornerstones of the very existence of the land. Not every wolf or creature has magic, or even wants it, but many do. The magic comes from the ancient lake at the center of the Imperii Packlands in the form of spirits which can then merge with living souls. A spirit only merges with a compatible soul that desires the abilities.
Below you'll find the laws and limitations when giving your character magic.
Being a part of Noctre Imperii has many advantages, one of them being our special feature that allows members to create their own unique magics and spells. We take godmodding here very seriously though, so we take extra precautions to ensure that no one steps on any toes with over powered magics.
-Time Since time is an integral part of life and existence, it cannot be significantly altered or completely controlled. Any character that can stop time or travel through time is godmoding and therefore will not be allowed to do so.
-Weather Large parts of nature are also integral to the world and to the creatures in it. No character with weather abilities can severely alter the land (or water) or have massive amounts of destruction. Weather elementals need to have limits.
-Up to two magics are allowed for one character as long as the magics would naturally get along. (For example, you can't have one character with both fire and ice). Since the source of the magic would be a spirit merging with the character's soul, opposing spirits would be at war and probably destroy the soul in the process. Common opposites are:
Fire and Water or Ice
Earth(Rock) and Air
Light and Darkness
Poison and Healing
Earth(Plants) and Fire
If a character has one element, they can have up to seven different spells for that element. If they have two elements, they can have up to eight spells total.
-This is not a D&D roleplay. Do not use "will last for up to 5 posts" to describe how long a magic power will last. Do not use stats either to describe how strong a spell is. We only need to know what it MAY do IF it hits someone/something or what the magic looks like when it is used. You are not in control of how long magic will effect someone else's character or what it will do to them. Always respect another person's character and independence.
-Like all rules of roleplay, using powers against other characters is ALWAYS an attempt. It is not up to you if your own power works on someone else and make sure to keep that in mind when writing the description of a spell.
-Magic spells cannot godmode or powerplay, so be careful when writing their descriptions. While it doesn't completely matter on the profile to some extent, making sure the use of the spell is appropriate in roleplay is important. Effective spells should have weaknesses or downsides to using them.
-Weaknesses All magic comes with a price. No character can continuously use magic without getting tired or having some kind of effect. To do so is godmoding. When having your character execute spells, also have a weakness that comes with using that ability. These are to be also listed on the profile for a character.
Below you'll find the laws and limitations when giving your character magic.
Magic Guidelines
Being a part of Noctre Imperii has many advantages, one of them being our special feature that allows members to create their own unique magics and spells. We take godmodding here very seriously though, so we take extra precautions to ensure that no one steps on any toes with over powered magics.
-Time Since time is an integral part of life and existence, it cannot be significantly altered or completely controlled. Any character that can stop time or travel through time is godmoding and therefore will not be allowed to do so.
-Weather Large parts of nature are also integral to the world and to the creatures in it. No character with weather abilities can severely alter the land (or water) or have massive amounts of destruction. Weather elementals need to have limits.
-Up to two magics are allowed for one character as long as the magics would naturally get along. (For example, you can't have one character with both fire and ice). Since the source of the magic would be a spirit merging with the character's soul, opposing spirits would be at war and probably destroy the soul in the process. Common opposites are:
Fire and Water or Ice
Earth(Rock) and Air
Light and Darkness
Poison and Healing
Earth(Plants) and Fire
If a character has one element, they can have up to seven different spells for that element. If they have two elements, they can have up to eight spells total.
-This is not a D&D roleplay. Do not use "will last for up to 5 posts" to describe how long a magic power will last. Do not use stats either to describe how strong a spell is. We only need to know what it MAY do IF it hits someone/something or what the magic looks like when it is used. You are not in control of how long magic will effect someone else's character or what it will do to them. Always respect another person's character and independence.
-Like all rules of roleplay, using powers against other characters is ALWAYS an attempt. It is not up to you if your own power works on someone else and make sure to keep that in mind when writing the description of a spell.
-Magic spells cannot godmode or powerplay, so be careful when writing their descriptions. While it doesn't completely matter on the profile to some extent, making sure the use of the spell is appropriate in roleplay is important. Effective spells should have weaknesses or downsides to using them.
-Weaknesses All magic comes with a price. No character can continuously use magic without getting tired or having some kind of effect. To do so is godmoding. When having your character execute spells, also have a weakness that comes with using that ability. These are to be also listed on the profile for a character.