Introduction
Preface
Rules & Regulations
Character Creation
How to Join World-Building
World of Lycaenos
→ Elemental Magic
Culture & Religion
Nation Structure
Lore & Artifacts
Hall of Heroes Game Mechanics
Coins
Combat
Resources & Alchemy
Questing
Chaos & Ether Events
Beastclans Epilogue
Site Team
Full Credits
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Elemental Magic The magic within Lycaenos is the profound power to affect oneself and those around them by harnessing the intricacies of the known available elements: Nature, Metal, Reality, Light, and Shadow. While some see it as a gift from the Gods, others view it as the naturally-imbued forces that make up all life and matter, while countless others over time have believed or claimed witness to a thousand other explanations for the magic. Regardless, it is known by all as a force to be respected, for magic can be a terribly fickle thing.
1. Magic always has a price. To wield it, one must sacrifice part of their own energy in order to manifest the magic into being. Even the most experienced wielders can suffer the consequences of Magic Sickness: headaches, upset stomach, blood poisoning, infertility, blackouts, or even coma or death in severe cases. 2. Only the Gods and Demi-gods may wield magic free of sickness. 3. Magic and Life are finite. Magic cannot be used to reverse Death, and Life cannot be sacrificed to enhance Magic. Guidelines
Consider the following when obtaining magic for your character...- Currently, Magic can only be obtained by visiting the Atlas Stones (Amenstones) with the blessing of that Nation's current Imperator. Should a character leave or be expunged from a Nation, they lose access to that pack's magic immediately. - Each Nation/Pack is the sole steward of an element, meaning that a character cannot possess more than one elemental magic at a time. - Each Elemental Magic is available for purchase in ascending amount in the Agora. As characters earn their Coins in-character, they can purchase their powers (in order only) to use and wield. - Should a character change Nations, their element magic doesn't carry over. Any powers they’ve purchased for their past element go dormant and cannot be used (members must keep a historical record and may then have them removed from the account). They must start from the beginning with their new element. Likewise, if a character becomes a Wanderer they lose their magic in the same fashion.
- Should a character return to a pack/element that they’ve mastered in the past, those specific elemental powers will be restored, and they will forgo any other elements they’ve since accumulated.
Magic Proficiency A character’s proficiency with magic is measured in tiers. Once a magic has been purchased from the shop, possessing it does not mean instant prowess: characters must practice their magic diligently and learn how best to wield it in order to increase their proficiency at it. Should a character earn a plethora of Coins and purchase every power available to them in their element, this does not guarantee Mastery.
Tier I - Novitiate
You are inexperienced, and the magic can be difficult to tame. High fail rate. Your aura glows, betraying you.Fail Rate: 75% Achievement: N/A - this is the default tier for new magic users.
Tier II - Practiced
Fewer failures, and the magic comes easier.Fail Rate: 50% Achievement: 3 completed training/practice threads; 1 demonstration to elemental god.
Tier III - Expert
You’re comfortable with the magic. For the most part it heeds your will, with the occasional deficit.Fail Rate: 25% Achievement: 5 completed training/practice threads; 1 demonstration to elemental god.
Tier IV - Master
You and your magic are one being. Fail rates are non-existent, and you exhibit complete control.Fail Rate: 0% Achievement: 10 completed training/practice threads; 1 demonstration to elemental god.
Secondary note: Upon completion of their training/practice threads, to advance to the next Tier a character must visit the shrine of their Elemental God and perform a demonstration. The required number of practice threads is not cumulative: each Tier must have the set number of threads completed before they can advance. Practice threads for a single tier must take place over a 30 day period. (IE, you cannot post three consecutive training threads back to back)
Magic Success
Successful use of a magic is determined by your character's Magic Proficiency/Tier. Note that each Tier has a pre-determined fail rate: this fail rate represents your character's chance of failure when using any magic based on a strict dice-roll system calculated and used in our Discord. Using the formula described in the channel rules, members may roll for their own magic success based on what Tier their character currently resides in. As a character advances to a higher tier via practice, their chances of failure lower considerably. Once a character has become a Master, fail rates do not exist.
Important note: Proficiency and fail rates do not lessen a character's chances of feeling Magic Sickness. While more experienced characters might grow more tolerant of the side effects over time, all characters -- regardless of Tier or Fail/Success -- will still feel the symptoms.
Charge-ups & Cooldowns While the Magic Tiers determine the fail-rate of each magical power via dice-roll, each individual magic itself comes with the potential for a Charge-up and Cooldown period. Although not every magic will have both, all will exhibit at least one of the inhibitions that are designed to add a flavor of unpredictability.
Charge-ups
Charge-ups represent the number of in-character posts that are required to "make ready" the specific magical power for use. For example, the NAME magic requires a charge-up of 1 post, meaning that the wielder must post once describing the power-up of the exact magic being used before it can officially be wielded in the post that follows. Some magics have considerable charge-ups, while some might have none at all; it's all dependent on the strength and intricacy of the magic itself.
Cooldowns
Likewise, every magic power will have a cooldown period that must occur before that same magic can be used again. For example, the NAME magic requires a cooldown of 2 posts before that same magic can be used again in that same thread. There are even some magics that can only be used once per thread.
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