This is the guide, made by I and only I, to show how magic should be used in the public sphere of role-play combat. You don't have to follow this, even though you should. Let's immediately start.
- Magic takes time and practice to learn. You can't just know how to do any type of magic because you have the runes for it.
- Magic is exhausting. If you do a lot of it, you will pass out and keel over.
- Magic requires the use of runes and the majority of the time it needs something to help syphon or funnel it properly, such as a wand or staff. You can only not use runes for role-play combat if your character has been studying this type of magic for decades at a time, and then, it only works for one type of magic, such as fire, earth, water. Just one.
- Magic can be a lot easier learned and developed depending on race, but it still takes time.
- Magic has to be charged in a very easy, common way of deciding it. They go in tiers decided by simply being tier 1 for strike and tier 5 for surge. Ancient magics are just converted in the same tiers, such as 5 being a barrage.
- You can not do somersaults and backflips and dives while charging magic. If you do this, the concentration needed to charge magic is broken. You can easily sidestep or slowly step forward or back while charging, but it might halt the charging progression. If you hurt, it doesn't help charge magic.
- Just because you made a magic character for a battle, doesn't make them immediately know everything maybe another character of yours knows.
- Ancient Magic is not well-know, neither is most magics besides the regular spellbook.
- Armor conducts magic. Do not be a mage in full armor, or you will fry yourself. Mithril is the only armor that is slightly good with magic, but even it doesn't take the entire conducting away.
- Please don't insta-charge magic except in private plots or if it is cool with the opposite person you are role-playing with.
- Magic can be fun, let it be fun.
23-Jun-2016 06:24:03
- Last edited on
23-Jun-2016 06:26:22
by
Shrap