Post by Myth Weaver on Nov 8, 2011 22:49:22 GMT -6
Due to the fact that there are so many varieties of magic out there depending on the creative mind or the inkling that someone might have towards a specific idea behind their character's mystical abilities. We have some general guidelines to follow.
1. Be mindful of the race you have chosen. Some races are much more mystically minded than others.
2. Be mindful of where your character is from. For instance, if a character is born into the upper crust of society in Imperia, they will more oft than not have years of schooling in whatever Traditional Schools of Magic they are interested in.
3. Be reasonable with the magical abilities. Yes, your character will be able to perform some pretty amazing things, but one needs to ask if there are some sort of limitation to their ability. For instance, does the illusion of hills of gold remain after the magic user has departed the area? The proper answer to this is no. Both Arcane and Divine Magics are limited for this reason. How the player decides to limit is entirely up to them but for those who prefer guidelines, within the period of a day, it would be prudent to have your character re-familiarize themselves with their magic.
4. Magic may prolong the character's life but it cannot make them immortal. Everything dies, that is inescapable. How and why a character chooses to do this is of their own concoction.
5. Priest/ess, shamans, wise wo/men, cunning folk and whatever else you wish to call a healer is more likely to believe that their healing ability is given to them from some sort of higher power or it is innate like those who are capable of performing Laying on Hands. Though there is a school of magic that does provide for healing magics, that aspect within the school of Abjuration is unattainable for those who study the Arcane magics. That is due to the fact that healing magic is triggered by a prayer to a divine entity.
6. Mentioned in a previous thought point Schools of Thought for Magic is just that. No one is quite sure where the ability to do magic comes from. Different masters of specific forms will believe that theirs is the only way, however, seeing as how no one has the correct answer... and probably never will. Here are the Traditional Schools of Magic:
7. Schools of Thought for Magic: This refers to the philosophical origins of where magic originates. Though there are clearly defined differences between Divine Magic and prayer and those who are innately talented in the Arcane arts. Those who actively study magic, question and debate the origins for all magic. Do the gods truly weigh in on both divine magic and arcane magic? Is it a natural state of being for those who are innately blessed or cursed with this power? What is different for those who wield immense power of the arcane versus those who must pray for their gifts?
There are other aspects that fall within the school of arcane magic that causes many mages, wizards and other magically inclined creatures to ponder where their power comes from and how it affects them and their environment. There are some arcane users who rely entirely upon their own innate power to charge their spells and castings. While there are others who are able to manipulate their environment in such a way that they have a nearly inexhaustible source of magical energies at their disposal. Then there are those who have the ability to draw from both their own reserves and the magical weave of the world around them.
8. Magic can be used for either good or ill. It depends upon the player and their character. There is no restriction for what magic can be used for which alignment. However there are some schools of magic that seem to complement specific alignments better.
9. Magic has limits and though this has been touched on briefly in guideline #3, there are specific limitations that one is going to have to consider. When a mage uses the power the player must decide what negative draw back they will receive if they over use their own magical ability or what negative response the environment will send back for drawing too much power from the weave. This is not for the most powerful of Arcane users to consider it is for all Arcane magic users to consider. These reactions to magic fatigue can range from real physical fatigue to falling into a catatonic state to shaving years off of one's life. All magic users should be aware of what may happen.
10. If a character who wields magic consistently ignores the requirement for realistic limitations of the use of magic the staff will step in with a verbal warning and a staff imposed limitation. In other words, there is a price to pay for over use of magic.
1. Be mindful of the race you have chosen. Some races are much more mystically minded than others.
2. Be mindful of where your character is from. For instance, if a character is born into the upper crust of society in Imperia, they will more oft than not have years of schooling in whatever Traditional Schools of Magic they are interested in.
3. Be reasonable with the magical abilities. Yes, your character will be able to perform some pretty amazing things, but one needs to ask if there are some sort of limitation to their ability. For instance, does the illusion of hills of gold remain after the magic user has departed the area? The proper answer to this is no. Both Arcane and Divine Magics are limited for this reason. How the player decides to limit is entirely up to them but for those who prefer guidelines, within the period of a day, it would be prudent to have your character re-familiarize themselves with their magic.
4. Magic may prolong the character's life but it cannot make them immortal. Everything dies, that is inescapable. How and why a character chooses to do this is of their own concoction.
5. Priest/ess, shamans, wise wo/men, cunning folk and whatever else you wish to call a healer is more likely to believe that their healing ability is given to them from some sort of higher power or it is innate like those who are capable of performing Laying on Hands. Though there is a school of magic that does provide for healing magics, that aspect within the school of Abjuration is unattainable for those who study the Arcane magics. That is due to the fact that healing magic is triggered by a prayer to a divine entity.
6. Mentioned in a previous thought point Schools of Thought for Magic is just that. No one is quite sure where the ability to do magic comes from. Different masters of specific forms will believe that theirs is the only way, however, seeing as how no one has the correct answer... and probably never will. Here are the Traditional Schools of Magic:
- Abjuration - Spells for protection of self, area or another. (Sub-schools) Summoning, healing, creation, teleportation.
- Though this is a category that seems to cross the lines between Divine and Arcane, mages cannot heal. They can, however, perform the spells for protection against, summon, creation and teleportation.
- Conjuration- manifestations of objects, creatures, or some form of energy to the user
- Divination - Discovering the unseen and general unknowable through means like scrying, clairvoyance, telepathy, empathy and so forth.
- Enchantment - Spells that affect the minds of others; i. e. compulsion and charms.
- Evocation - Manipulation of energies from either within or without the user to create a desired result; i.e. fireball.
- Illusion - Magic used to trick the mind of others; i.e. figments of the imagination, glamours, and other mind effective spells.
- Necromancy - Magic that affects the dead, life and the undead.
- Thaumaturgy - Blood magic
- Transmutation - The ability to change a object or a person into something else.
7. Schools of Thought for Magic: This refers to the philosophical origins of where magic originates. Though there are clearly defined differences between Divine Magic and prayer and those who are innately talented in the Arcane arts. Those who actively study magic, question and debate the origins for all magic. Do the gods truly weigh in on both divine magic and arcane magic? Is it a natural state of being for those who are innately blessed or cursed with this power? What is different for those who wield immense power of the arcane versus those who must pray for their gifts?
There are other aspects that fall within the school of arcane magic that causes many mages, wizards and other magically inclined creatures to ponder where their power comes from and how it affects them and their environment. There are some arcane users who rely entirely upon their own innate power to charge their spells and castings. While there are others who are able to manipulate their environment in such a way that they have a nearly inexhaustible source of magical energies at their disposal. Then there are those who have the ability to draw from both their own reserves and the magical weave of the world around them.
8. Magic can be used for either good or ill. It depends upon the player and their character. There is no restriction for what magic can be used for which alignment. However there are some schools of magic that seem to complement specific alignments better.
9. Magic has limits and though this has been touched on briefly in guideline #3, there are specific limitations that one is going to have to consider. When a mage uses the power the player must decide what negative draw back they will receive if they over use their own magical ability or what negative response the environment will send back for drawing too much power from the weave. This is not for the most powerful of Arcane users to consider it is for all Arcane magic users to consider. These reactions to magic fatigue can range from real physical fatigue to falling into a catatonic state to shaving years off of one's life. All magic users should be aware of what may happen.
10. If a character who wields magic consistently ignores the requirement for realistic limitations of the use of magic the staff will step in with a verbal warning and a staff imposed limitation. In other words, there is a price to pay for over use of magic.