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So just to make things easy I'm going to answer some magic FAQs that we get to save some time.

Q: Do I have to roll for spells every time?
A: Not every time technically but it could be interesting if you did. Even in non-threatening non-stressful situations maybe you trip over nothing or walk into a wall, same thing in magic. Rolling every time means that something unexpected or post-inspiring may occur (Hey you remember that time you were trying to move those rocks and turned the cucumber patch into a shoe-plant? Farmer Killian was so pissed...).
That being said if nothing going on would possibly mess up concentration and it's a simple spell that's not on an unwilling target plus your mage is well-rested and fed it's not required. If you're just looking to roll RP along and the spell is just a little flavor with no objections we have no problems with that. It's always good to check with the other people in the scene such as, 'Visuvious the mage is going to cast a spell, anyone looking to interrupt when he chants and his paws start glowing?' cause you never know when that might make a char nervous.
Please remember that magic is kind of like guns in a manner. Some people have them, and some people get nervous when they notice one being held. They can also cause a lot of damage just as easily as they can be used for defense.

Q: What's with the spheres? Which ones should I use? Can I have more than two?
A: The spheres are a way to categorize and simplify the magic system for admins and players. It gives each party an idea of what to expect without spoiling the details or outcome of a challenge. They also signify different schools of teaching, use, and thought. For example a water mage wouldn't need to know as much about aero-thermal-dynamics than a fire or air user might. The variety also allows for different types of mages rather than giving you guys only four flavors to work with.
As for how to choose we're happy to discuss your char with you and see what's the best fit as well as suggest options that might lead to more RP options. The spheres are similar to the designations in Dragonlands Cannon with a couple of additions to allow more customizations of a char. In the end, if it'll be good for the char or the story then that's what you should go with.
For having more than two it's explained this way: A furre cannot carry more than enough magical energy or essence to maintain more than two spheres at any level of mastery. The other half is: Chars that have more than that amount of power are above what the dream can handle right now (Remember what Godzilla did to Tokyo? Not here.). Now should you want to 'swap' one or both of your spheres there's a process for that which involves attuning one's self to the new elements and purging the old ones... i.e. old one drops to level 1 and new one starts at level 2 then you have to build from there regardless of previous progress. It's not easy because sphere-swapping is not encouraged by the Guild of Mages due to loss of time to re-train. The practice has been done in the past during great emergencies but was very very rare.

Q: Level 5 says if I can think it I can do it...
A: Yes, anything is possible BUT requires an equal amount of power to effort for effect. You could summon a fire golem the size of an airship but the drain/fatigue check for that is gonna suck for one. A second point is that the area in the dream reacts to magic use so the backlash might be pretty bad for the mage. Thirdly, most mages are trained to be discreet in their magics. The most potent spell is the one that furres think is not a spell at all. Fourthly if problems are solved with one spell in five posts that takes out hours of possible RP options for mundanes or mages using mundane means. While it might even make sense to just fix something with a spell at times that takes the spotlight from the non-mage players.

Discussion break: Remember Gandalf from the Lord of the Rings movies? He was bad-ass defending that bridge for the fellowship and when he brought down the wrath of his magics oh man it was hardcore. Trust me when I say I know it's awesome when your char gets to be that awesome and everyone says that what you did was epic. It feels great to be the hero and get pats on the back all week long.
Now it's cool for things like that to happen from time to time and giving people turns to take the spotlight in big events, just remember that we want to give everyone a turn. If you want your char to have a big moment or save-the-day thing to happen talk with the admin staff. Our plot people are more than happy to work something out where you get your chance to be Allanon, Gandalf, Rasputin, Fizban, etc.

Q: How do psionics work with magic?
A: After much thought and discussion of the magic and psionics systems interacting with each other realistically it came down to this: Magic is magic, and Psionics are psionics. This means that one cannot be used to block the other, so one is not superior to the other as neither can overpower it's counter-part. In the aim of fairness we've applied the same fatigue and sphere systems to both to head off countless instances of having to make on-the-spot rulings then remember the precedent of each situation. So to make it simple, psionics and magic don't mix as one is dependent on energy and the other bloodlines. 'Nuff said... unless you have more questions.

Q: This is a rebel dream, why does the Guild have rules here? If I break them will I get caught?
A: Law and Order within the Mage Guild knows no boundaries, though this far from most 'civilized' areas it's slightly easier to get away with things here. No the Guild does not maintain regular patrols and archmages in Scarhawk, but just like the wild west local mages will take it upon themselves to keep order. If a mage pulls a couple small scams they might slip through the cracks, but if they get noticed and somefurre takes exception to their actions all bets are off. Large scale abuses of the Guild laws are still dealt with swiftly and harshly by local mages. At current the sure-fire way to get caught is messing with the existing local enchantments.

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