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Magic Rules


This covers magic use in general out of combat. Any magic used in combat will follow the HUD instructions for spell cost.

â–º Magic is not unlimited

  - Magic power is not unlimited, and is much harder to manifest. Using magic is tiring and should be played as such whether you are "made" of magic, such as fae creatures, or a practising mage.

  - Items such as floating orbs, spinning magic on your finger, anything in constant use will cost an action point daily to maintain. This follows for an aura of any sort, it will cost you to maintain daily. (Natural things, a race might be born with can be excluded as long as it doesn't have an effect on the world. Tattoos that do not have any purpose besides to glow and look pretty can be excluded. Just be reasonable, make magic feel special. When in doubt ask.)

  - The magical acts that aren't done constantly, such as cantrips and minor spells, are okay to do a bit more freely. Things with an element  such as starting a fire with a tiny spark, a gentle push of wind to blow out a candle, can be done for at least a second but are weak. Effects with no element can be done longer given the effect doesn't last more than a single post. This includes basic attacks. This rule is not to be cheated by constantly turning things on and off. That will be the same as maintaining a skill, spells akin to the same exertion of swinging a sword.

  - However, if you are seen to be a bottomless pit of magic, and not showing any effects from using spells. You will be dealt with in accordance with our rules. The Hud will also prevent you from that. Yes we understand someone may lie IC, but your body via narrative should still show it to avoid this issue. ​

â–º Teleporting/Blinking/gating/moving

  - With magic being more taxing. Teleportation and likewise is the combination of great magic. Therefore more expensive than all magic​

  - Teleportation and likewise done by a single person can  only move someone a max of 20 meters.​

  - One sided teleport gates can be done, but are extremely costly and can't be held for long (1 RL HOUR). Extremely costly means you can’t do it alone.

  - Teleporters/gates can be done but must be kept open from both sides, and is the least taxing of all methods of transport. Basically 4 people can hold a portal open for 8 RL hours.

​► Magic is better in groups

  - The power of magic is better with friendship! While magic is more scarce, by adding your friends to RP, it can become more powerful.

  - Teleporting can be done easier with mages taking turns holding the burden. Shields last longer with more mages.

  - Rituals in groups will garner more success, a share of power creates a stronger spell than that of a single mage doing the work of many.

â–º Bonding

- While we do allow bonding (dragon and rider, soul binding, etc) There are rules here to keep a cap on metagaming

- "Speaking" or otherwise bond communication can only take place within a 20 m radius (chat range) no having conversations IC halfway across sim

- You can feel your bond partner is hurt or their emotions but the bond does not work like radar, it can not be used to locate your partner.

                                                                         Bonding Rules

Bonded characters share a special link between them that allow them to communicate with each other under special circumstances. This communication must follow the below guidelines to avoid metagaming and godmodding (or the accusation of such).

Thoughts may only be shared within 20m (chat range). All communication outside of 20m is purely empathic (emotions but no words).

All telepathic communication must be emoted in local. If your bonded is outside of chat range you may copy and paste the post to them in IM (but may only include emotions, no thoughts or words).

Bonds may not be used to locate the other half of the bond.

To legitimately find a bond in duress, an IC post or even IM stating where said character will be BEFORE conflict has broken out must be done and those questioning said finding of bonded may request said logs to assure no metagaming has occurred.

As always, if you're in doubt ask first!


â–º Stealth

Due to the nature of how stealth works, The following limitations apply to doing things of the sneaky manner!:

If you plan to sneak, let everyone know you are trying to sneak. On their turn they can roll against you to see if they spot you.

You do not get to hear any conversation happening before you post into the scene.

 
â–º Resurrections

- The following limitations apply to resurrections:

  1) Character must be dead for at least 3 RL days. Keep a log of the death (you may or may not be asked for it but have it to be safe). Use this time to set up your resurrection, be a ghost and haunt some strippers or scare your pet, have fun with it.

  2) Resurrections can only be performed by high ranking members of the healer's guild or gods.

  3) No more than one resurrection may be given per character in one RL month.

  4)  We allow dirty resurrections, that being, with consent from the currently dead player, you may as a necromancer or less skilled healer bring them back to life but in a dirty rez the person is AUTOMATICALLY an undead aka zombie, skeleton, what have you.

 
â–º Technology on Sim

  - Keep in mind that this is a medieval fantasy roleplay sim. As such, modern advances such as cars, planes, digital watches, and other such items do not exist. This is not a steampunk sim; no steam technology is allowed.

     Clockwork

     Flintlock level weaponry

     Aether tech

Anything more advanced than this requires explicit, written admin approval.

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â–º We have no set rules about magic, and fully encourage players to be creative with it! However, we are providing a basic rundown of how magic comes to different types of 'classes' that a character may categorically fit into.

​► Magic follows all of the basic rules of combat, in that using magic does not change how, when, or why you use a dice roll in a combat scene, or how many times you can heal another player, etc.
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If in doubt, ask an admin.

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