| Magical Rules
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The flexible approach of Crossroads' magic system does have a tradeoff via clarifications and adaptations on how certain abilities operate on the MUSH. Specific limitations or special rules which impact how a mage's abilities work on the game are identified here in order to provide a clear outline for all players, TP coordinators, and staff.
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Design of Magic
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Crossroads' magic pages outline the general details of what each of the magical spheres is capable of. This is the dominant known system of magic on Ikol, commonplace with some variations to the Empire of Gateway, Aquilarco, Avanna, and Tolek. However, there may be possible variations subject to Admin approval.
Creating New Magic
Any and all forms of new magic must be approved by the Admins before they appear in plots, on the wiki pages, or for general characters. The inclusion of a particular type of magic or spell does not mean that such a magic user will be approved for general play. Certain options, like necromancy may be highly restricted or generally unavailable.
Guidelines
The following general guidelines should help those who desire to play mages:
- We will not approve any sort of mind magic (telepathy, empathy, charming, etc.). We consider the mind as a "soul" which exists independently of physical reality, and untouchable by magic. Some magics which 'appear' to work like mind magic may exist, primarily the work of illusionists making voices in heads or subtly altering senses and manipulating pheremones to produce an apparent 'love potion'.
- Magic cannot create a "non-human" character as a primary character. This category includes spells which animate inanimate or dead objects or creatures, enchant a familiar, or other similar types of magic which would essentially create a "non-human" character. Such things exist (on Mists) and can be part of a character's background, but will not be actively roleplayed.
- We will not approve shapeshifting magic, enlarging/shrinking, and transformation into an animal or hybrid.
- Non-thematic magic, such as fusions of magic and steam technology, are simply not going to be allowed. All options must fit into the existing spheres or provide a viable alternative that fits within the framework of the existing magical paradigm.
- We will not approve self-sufficient magic which disrupts the interdependence of the islands. A mage can not conjure up his own food, turn rocks into gems, or make conventional warriors obsolete. She cannot develop arcane machines which easily violate the laws of physics and eliminate the need for physical work. This game's theme is centered around the interdependence of the isles, and the types of mages we want to see are those who contribute toward that goal, such as mages who help develop crops or improve weather on Green Fields; sharpen, refine, or enchant the tools and weapons of the Guardians; and mages who improve on Draught's alchemy by adding magical effects to their potions.
Sources
For ideas of skills, spells, and other magical phenomena, players should draw from the numerous references of existing fantasy RPG games. While we may not turn down a good, creative and original concept, approval is much more likely for a concept that has already been tried and tested in other gaming environments.
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FAQ
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Coming soon!
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Magical Consent & Failure
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A world in which magic always succeeds is boring. A world in which magic never causes disastrous effects is unrealistic. While we do not have a formal system for ensuring this happens, mages use a system, such as +rolling dice, to assess their performance of non-trivial magic.
Failure
Spells can fail for any number of reasons, ranging from an insufficient grasp of the attempted spell to inexplicable oddities caused by perturbations in the dimensions. No mage living has experienced perfect spellcasting every time, no matter what they tell impressionable novices. While there are ways to mitigate failure in advance by setting up elaborate rituals, carefully gathering and mixing components, and certainly practice, not all situations can be prepared for. A teleporation mage cannot always guess that her destination is in the middle of a savage autumn squall, and an elementalist cannot anticipate the mood of a particularly ornery ondine he awakened.
Common causes for failure include:
- Bad judgment
- Distractions (especially combat)
- Immobilized
- Improper incantations or gestures
- Injury or physical taxation (i.e. poison)
- Insufficient knowledge
- Interference
- Interrupted concentration
- Lack of focus
- Magical interference
- Overexertion or exhaustion
- Poor hold over energy
- Shoddy, faulty, improper or insufficient components
- Spell surge
- Stress
- Unable to speak
- Vagaries of magic
- Wards
Consent
This is a Consent-based MUSH, and no other player is required to consent to the effects of your magic. Should a player object to your use of magic in the scene, simply roleplay it as one of your rare failures. Since Crossroads IS a fantasy MUSH and magic is a main play area within our world, players who do not like having magic played around them for personal OOC reasons should reconsider making Crossroads their game, or discuss their concerns with staff.
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Virgins
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It is not uncommon for higher ranked mages to incorporate virgin blood as a component for some of their magic. Outside the duchy, the majority view differs greatly; they hold such blood is put to more nefarious uses, sometimes at risk to the virgin offering the contribution. Mages are split between a preference to remain pure and provide this blood in service to the Keeper and duchy (and for a tidy sum), and to eschew purity by keeping oneself safe from potential unethical uses.
Either way, Mistian arcane theory recognizes the universal application of virgin blood as a potent component for all schools of magic. A healthy clandestine trade has fueled more than one student's payment of tuition to the Academy of Imperius. Selling blood does not come without danger, however, and most mages are well aware of that fact. Willingly giving over a part of their person, blood, hair, any appendages or many other bodily fluids, can be used in harmful spells and rituals against the giver. Almost everyone claims to know about secretive magical rituals involving intercourse between powerful mages to virgins at auspicious times, but rarely are there any facts to back up these claims. The High Council takes a discouraging stance on the matter, and the Magisterium aggressively investigates any suspected abuse or rape cases in accordance to imperial law.
Lying about one's virginity is among the more socially distasteful behaviours recognized on the island, particularly among traditionalists.
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