Oct 6, 2018 17:57:17 GMT -5
[nospaces]
[attr="class","haltempborder"]
[attr="class","haltempbase"]
[attr="class","haltempbox"]
[attr="class","fa fa-exclamation-circle"]
[attr="class","haltemptitle01"]MAGIC GUIDE PRT. I
[attr="class","haltemptxt"]
This will be the go-to guide for magic creation. It's a great deal of information, so it will be broken down into several posts. By following these guidelines, you should be able to understand how magic and abilities work here on Halation as well as having an easy breezy acceptance. First, we'll go over the generic rules and guidelines to follow throughout the creation and implication of your magic and abilities.
[break][break]
Abusing your magic is a no no. If you are abusing your power or using it in an entirely different way than written, interpreted, or anticipated, you will be asked to revise said magic. If the problem persists, you will face magic or ability removal or banning.
[break][break]
Magic can be used in various ways. Arcane (the use of verbal spells or gestures), mediums (items/weapons), or by simply expelling them from hands, mouth, thin air... whatever you like.
[break][break]
Always allow room for other characters to evade and perceive your magic. Abilities without these two factors will automatically be placed on hold.
[break][break]
I cannot stress this enough. Just because a power is listed on the superpower wiki doesn't mean it is applicable here. Not all powers are applicable in an RP setting. And you will be asked to change your magic if it is not.
[break][break]
If your magic can't be countered or avoided in some manner, then it's not going to be accepted. These weaknesses should be equal to the strength and versatility of your power. A safe rule of thumb? For each application, apply a matching weakness to a degree.
[break][break]
Auto-hit abilities are not allowed. Ever. We also do not include cool-downs and duration in our abilities. So be mindful of that when creating your magic. As well as when you are afflicted by them. If you feel as though one should be implemented, then feel free to do so. We follow the honor code here. However, if a system needs to be put in place, one will be created.
[break][break]
One magic ability is capable of having multiple uses, but they should all be related to your core magic's theme. If your ability is too versatile, you will be asked to revise it. Also, If your ability is too vague, staff will not know the scope of your its usage or weaknesses.
[break][break]
Don't even think about creating OP abilities that involve "absolutes" or "automatics". A magic that encompasses a mass of traits within them is discouraged as well. The scope of your abilities versatility needs to relate to the theme of your overall magic. For an example: If your magic is primarily fire-related, you should not also be able to control water. Also, if you choose a broad ability with a plethora of subcategories, do not try to stuff all of them into the description of one ability in one go. It won't work, I promise you.
[break][break]
Strengths disguised as weaknesses will not be accepted as a weakness alone. If these are mentioned in your magic, they will not count toward your weaknesses and limitations. Example of these are:
[break][break]
• Losing control of yourself or your magic[break]
• Requiring lots of concentration and/or energy[break]
• Becoming physically and/or mentally exhausted after use[break]
[break][break]
Rudimentary uses of magic are granted to all magical beings. These include feats such as jumping higher than average, flight using magic, slightly increased endurance and strength. "Slightly" means a little above human norm. So be generous when applying these features.
This will be the go-to guide for magic creation. It's a great deal of information, so it will be broken down into several posts. By following these guidelines, you should be able to understand how magic and abilities work here on Halation as well as having an easy breezy acceptance. First, we'll go over the generic rules and guidelines to follow throughout the creation and implication of your magic and abilities.
[break][break]
Abusing your magic is a no no. If you are abusing your power or using it in an entirely different way than written, interpreted, or anticipated, you will be asked to revise said magic. If the problem persists, you will face magic or ability removal or banning.
[break][break]
Magic can be used in various ways. Arcane (the use of verbal spells or gestures), mediums (items/weapons), or by simply expelling them from hands, mouth, thin air... whatever you like.
[break][break]
Always allow room for other characters to evade and perceive your magic. Abilities without these two factors will automatically be placed on hold.
[break][break]
I cannot stress this enough. Just because a power is listed on the superpower wiki doesn't mean it is applicable here. Not all powers are applicable in an RP setting. And you will be asked to change your magic if it is not.
[break][break]
If your magic can't be countered or avoided in some manner, then it's not going to be accepted. These weaknesses should be equal to the strength and versatility of your power. A safe rule of thumb? For each application, apply a matching weakness to a degree.
[break][break]
Auto-hit abilities are not allowed. Ever. We also do not include cool-downs and duration in our abilities. So be mindful of that when creating your magic. As well as when you are afflicted by them. If you feel as though one should be implemented, then feel free to do so. We follow the honor code here. However, if a system needs to be put in place, one will be created.
[break][break]
One magic ability is capable of having multiple uses, but they should all be related to your core magic's theme. If your ability is too versatile, you will be asked to revise it. Also, If your ability is too vague, staff will not know the scope of your its usage or weaknesses.
[break][break]
Don't even think about creating OP abilities that involve "absolutes" or "automatics". A magic that encompasses a mass of traits within them is discouraged as well. The scope of your abilities versatility needs to relate to the theme of your overall magic. For an example: If your magic is primarily fire-related, you should not also be able to control water. Also, if you choose a broad ability with a plethora of subcategories, do not try to stuff all of them into the description of one ability in one go. It won't work, I promise you.
[break][break]
Strengths disguised as weaknesses will not be accepted as a weakness alone. If these are mentioned in your magic, they will not count toward your weaknesses and limitations. Example of these are:
[break][break]
• Losing control of yourself or your magic[break]
• Requiring lots of concentration and/or energy[break]
• Becoming physically and/or mentally exhausted after use[break]
[break][break]
Rudimentary uses of magic are granted to all magical beings. These include feats such as jumping higher than average, flight using magic, slightly increased endurance and strength. "Slightly" means a little above human norm. So be generous when applying these features.
[attr="class","haltempend"]