Your characters will have the opportunity to gain and strengthen magical abilities over the course of their residence in Mythos and Edana. Magic and its subsequent levels are granted by the Guardians as characters meet certain thresholds for advancing.
Characters are not required to gain magic or complete magic quests. It is up to you, the player, whether or not this is a system you would like to partake in.
All characters, upon arrival to Folklore, are imbued with minor telekinesis. This allows them to lift items, wield weapons, and otherwise do things that hands allow humans to do. This telekinesis is not tiring and will not drain your character, but it is not so strong that it can be used as a weapon. Please use your best judgment.
A Step-by-Step Guide
1. Reach 10 posts.
2. Fill out, at a minimum, the Fledgling level description for the magic(s) your character will be questing for.
3. Post a Quest thread in your character's respective Commune board. (See:
The Guardians)
3. Complete the quest provided by the Guardian.
4. Submit an
Update Character form to have your magic approved by staff. Note: Guardians are
not Staff. They cannot approve magic, they can only give you a quest to complete. You
must fill out an Update Character form for your magic to be valid.
Characters may approach their patron Guardian in hopes of being granted magic. To do so, the character must have at least
10 in character posts. Once 10 posts have been written, the character may post an in-character request on their patron Guardian’s Commune board. A specific type of magic may be requested, or your character can leave the decision up to their Guardian.
While it is up to the Guardian’s discretion, the character will more than likely need to complete a short quest to gain their magic.
When the thread is complete and the magic has been granted by the Guardian, submit an
Update Character form from your character's account and
request your magic badge. Include a link to the completed thread in your update form.
Magic Strength...
Take your character’s patron Guardian into consideration when requesting magic. While any type of magic can be requested from the patron, a magic that does not align with that Guardian’s beliefs or purpose may always be a bit weaker than a better fitting counterpart.
For example, requesting the magical ability to induce fear into other characters from the Guardian of Accord may result in a Fear Induction magic that is inherently weaker than if your character had requested Peace Induction or something similar.
We
do not require that you explicitly list weaknesses for each stage of your character's magic. However, we
will be monitoring usage and ask powers to be minimized if needed.
Characters may have multiple magics. There is currently no limit to the number, though we please ask that it is kept within reason.
What does this mean? By leveling up together, your character does not need to quest multiple times for their Primary/Secondary/Tertiary magic. If the quested on April 20th for Fledgling Primary magic and then decided on June 2nd that they wanted a Secondary magic, they only have to update a character form. You don't have to quest again!
Characters are permitted a
Primary, Secondary, and Tertiary magic. These are there 'big three.' They are ordered by most powerful to least powerful. These three magics level up together. After acquiring the first Fledgling magic, your character can obtain a Secondary and Tertiary at any time without a quest. Use the
Update a Character form to have it added. If multiple magics are present, each must be outlined in the character's profile along with applicable descriptions for each level.
After they have a Secondary and Tertiary magic, characters are allowed to have 'small magics.' These magics are incredibly weak, and only serve small purposes. For example, if your character's small magic was
pyrokinesis, they would only be able to do enough to light a match or to create a small, contained flame.
Regardless of the number of magics, your character
cannot be all-powerful. The Staff reserve the right to request magic descriptions be reworked or removed if the magics are deemed to be in excess.
Additionally, all magics that your character possesses must adhere to their current magic level.
Reminder: Only one Fledgling level quest is required to acquire magic.
You do not have to quest multiple times for additional magics. However, you must select a Primary magic which will display on your character's profile and be inherently stronger than any other abilities they might possess.
If you know what your Secondary and Tertiary magics are at the time of questing, please tell the Guardian! Outline the powers they are questing for and label them as needed.
As a character’s post count increases and they continue to commune with their Guardian, their magic will grow in strength. This is the only way to increase a character’s magical abilities. Please note that there is a very distinguishable power difference between each level, and those who reach the highest level of magical ability are revered in Mythosene society.
The following types of magic are not allowed within Folklore or Mythos:
- Shifting into humanoid or mechanical forms
- Shifting into more than one species per magic "slot"
- "General" magics, such as 'Witch' or 'Elementalist'
- Magics that could be interpreted as sexual coercion (i.e: irresistible aphrodisiacs, spells, or potions that make a character that would not be interested suddenly interested, etc.)
- Magic that permanently changes the topography of Mythos