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Magic rules and regulations
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Magic rules and regulations
Here I present some of generally accepted magic rules and regulations that we may (or may not) want to use. (This list is in random order)
1. The required amount of magic energy to perform a task is equal to the amount of energy needed for it to be done naturally (ex. If you want to heal a wound using magic, it will cost you the same amount of energy, as for it to heal on its own.)
2. The units of measurement for magic energy are Shandars (Sh). 100 Sh = 1MSh (mega Shandar)
3. Every living being is capable of holding magic energy in it. This amount is depended of creature natural relation to magic (more related = more capacity). ex. Regular humans (never had any contact with magic) can only hold about 2 Sh of magical energy. (That's enough to throw a very small rock at short distance). With training their capacity may increase up to 56 Sh. (That's enough to break a castle wall). Dragons however are excellent at holding energy within them. While many variables come into play it is generally accepted that dragons are born with capacity of about 1.7 MSh and can extend to maximum of 2.2 MSh - 5.1 MSh (depending on many complicated things).
4.If creature is holding more energy than it can, it suffers consequences. Its body slowly dissolves. While it extends their capacity by 200% their body can no longer hold it and implodes. During this implosion body is deconstructed and converted back into energy it was formed from. (That energy can be later absorbed creating battle trait known as spell vampirism).
5. Every cast spell drains energy based on rules created while casting it. If they are not implemented it simply drains casters energy until it finishes given task.
6. If caster does NOT posses enough energy to complete his/her spell he/she can free the energy in attempt to stop the spell. If this action succeeds magical energy simply deliquesces in air. However it might not always work. Gathered energy might refuse to stop channelling, and if additional energy source is not connected in time this process can be fatal, since casters body won't have enough energy to support further hearth beat, or neural impulses.
I think that's enough for now.
1. The required amount of magic energy to perform a task is equal to the amount of energy needed for it to be done naturally (ex. If you want to heal a wound using magic, it will cost you the same amount of energy, as for it to heal on its own.)
2. The units of measurement for magic energy are Shandars (Sh). 100 Sh = 1MSh (mega Shandar)
3. Every living being is capable of holding magic energy in it. This amount is depended of creature natural relation to magic (more related = more capacity). ex. Regular humans (never had any contact with magic) can only hold about 2 Sh of magical energy. (That's enough to throw a very small rock at short distance). With training their capacity may increase up to 56 Sh. (That's enough to break a castle wall). Dragons however are excellent at holding energy within them. While many variables come into play it is generally accepted that dragons are born with capacity of about 1.7 MSh and can extend to maximum of 2.2 MSh - 5.1 MSh (depending on many complicated things).
4.If creature is holding more energy than it can, it suffers consequences. Its body slowly dissolves. While it extends their capacity by 200% their body can no longer hold it and implodes. During this implosion body is deconstructed and converted back into energy it was formed from. (That energy can be later absorbed creating battle trait known as spell vampirism).
5. Every cast spell drains energy based on rules created while casting it. If they are not implemented it simply drains casters energy until it finishes given task.
6. If caster does NOT posses enough energy to complete his/her spell he/she can free the energy in attempt to stop the spell. If this action succeeds magical energy simply deliquesces in air. However it might not always work. Gathered energy might refuse to stop channelling, and if additional energy source is not connected in time this process can be fatal, since casters body won't have enough energy to support further hearth beat, or neural impulses.
I think that's enough for now.
Tsidia, the mind player- SkyWing Trainee
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Posts : 42
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Age : 24
Location : Currently in Icewing palace
Re: Magic rules and regulations
We already have Magic rules and regulations.
http://www.rpgdragons.org/t3914-magic-rules-and-regulations-must-read
http://www.rpgdragons.org/t3914-magic-rules-and-regulations-must-read
Baldirak Sapiens Draco- Grand Champion Y1 Earthwing King
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Posts : 2623
Reputation : 97
Age : 29
Location : Wherever the Dragon Cat goes
Tsidia, the mind player
Yes, I am familiar with these. Current rules however still not answer very basic questions such as:
How do we measure magical energy?
How much is need to perform certain tasks?
What is the unit of measurement?
Etc.
Also from my subjective point of view they seem a bit too... linear. Too simple. It's one of the most important parts of this world after all. I just propose some basic rules that would make the subject bit less chaotic.
How do we measure magical energy?
How much is need to perform certain tasks?
What is the unit of measurement?
Etc.
Also from my subjective point of view they seem a bit too... linear. Too simple. It's one of the most important parts of this world after all. I just propose some basic rules that would make the subject bit less chaotic.
Tsidia, the mind player- SkyWing Trainee
-
Posts : 42
Reputation : 0
Age : 24
Location : Currently in Icewing palace
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