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Magic Events

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Revision as of 03:25, 22 November 2024 by MonMarty (talk | contribs)
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Magic Events are always temporary scenarios or periods that occur in Regalia Roleplay, that affect Magic usage or how Magic is perceived and functions in and around Regalia. Some of these events are localized to a specific place, while some of them are for the whole Roleplay World. Each Magic Event will contain a description of what it is, how it functions, how it affects each possible kind of Character Design, and what Players can do about it if they can do anything at all. This Page contains lists of ways that Magical Events affect Characters, but by default, Heritage Mechanics are never affected by Magical Events, even if they are explicitly Magical, though any Point Buy they give for free are affected.

Mage Storm

 
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A Mage Storm is an island-wide event where large amounts of Magic circulate into the atmosphere to the point of disrupting any attempt to draw Magic from the Veil for mortals. It affects all versions and dimension alignments of Magic, and affects even those who are not traditionally Mages but have some kind of magical or arcane connection. Mage Storms are usually not interactable and like weather events must be sat out, though some interaction may be possible, this will always be covered (if possible) in the announcement. Mage storms are not visible to the naked eye, but can be felt by anyone who is magically gifted or touched, and are usually caused by some higher power or divine entity in an act of wroth or cruelty upon the population of Regalia. Individuals may be immune to Mage Storms depending on the circumstances of its creation. The following effects are caused:

  • Magic Combat: Magic used as Attack Stat or Defense Stat is unaffected, and you can /dice at the usual number. However, these Attacks are no longer Magic, you should Emote some other way of attacking during this period, but can at least still Attack Emote at regular power.
  • Proficiencies: Magical Variants of Adapt Point Buy, Magic Point Buy, Paladin Point Buy, Shaman Point Buy, Theurgy Point Buy, Cleric Point Buy, Invoke Point Buy will lose all functions of these Point Buy Packs, and cannot replace them on their Character Sheet for the duration.
  • Shapeshifting: Biological/Mundane shapeshifters are unaffected, but those who use Magic Shapeshifting (for example from Adapt Point Buy), are locked into whatever shape they shifted into before the Mage Storm and cannot physically change until it is over.
  • General Magic: For example, the usage of Magical Mechanics to do with telekinesis or nature Magic, things that are not Combat Roleplay related, do not function during the Mage Storm. This also includes Magic Familiars which cannot be controlled but will not go away.
  • Spirits: Spirits that have their own autonomous body are completely unaffected, though Spirits that inhabit another body are affected all the same as regular people by all the limitations and disruptions. At the baseline, Spirits do not get banished from the Mage Storm.
  • Afflictions: Vampires and Mortisphages are completely unaffected by the Mage Storm, and often abuse this period to terrorize Regalia. Undead however are affected all the same as everyone else by all limitations and disruptions. Exorcism also does not work during this period.
  • Demigods: Godborn and Arkenborn are affected all the same as everyone else by all limitations and disruptions, including to their Mechanics. Marken however are unaffected in their Mechanics but will be affected if they have any Magic outside of Markenism.
  • Draconism: Archon Common Mechanics and Lineage Mechanics are all disabled, including most notably their ability to fly. Furthermore, they cannot contact or receive information from the Leylines anymore and are essentially cut off. Ley Point Buy is unaffected, however.
  • Custom Kits: Custom Kits insofar they are Combat or Magic Mechanics are also disabled, however some Custom Kits may have problematic Mechanics that should not be disabled or have special rules. In case of confusion, inquire with Lore Staff what parts are disabled and what not.
  • Artifacts: Artifacts are by default unaffected, that means to say any Abilities and Mechanics directly in the Artifact are unaffected however if the Artifact gives free Packs from ownership, those will be disabled for the duration of the Mage Storm just like other Packs.

Mage Storms are mysterious events that often leave citizens grasping at straws to understand the origin. However, because it is common that the people related to a Mage Storm's creation are unaffected, that discerning Mage-hunters keep an eye out for anyone inexplicably using Magic during a Mage Storm, as this provides some potential indicator of their involvement. Mages who can still use Magic should be aware of this.

Conduits

 
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Conduits are specific localized magical events or places that have either a lot of residual Magic present from millennia ago or some kind of grand magical act inflicted on them in either the distant or near past. Most historical conduits are places of power from for example the Seraph era, rare remnants of the Void Invasions, or scars of the Elven Mage Wars. In and around Mage Conduits Magic tends to flow chaotically and unpredictably and some Mages would describe them as places of great caustic and dangerous Magical energy. Conduits are often also inhabited by Demons because they are inherently attracted to sources of great Magic. This can sometimes cause them to act as guardians of a Conduit location, or its outright inhabitant. Conduits are usually historically related, but can also be made artificially, and destroyed even by mortals. The following effects are caused:

  • Magic Combat: Characters using Magic as their Attack Stat, instead of dealing -2 HP damage per successful attack, they deal -4 HP damage per successful attack if they are inside its radius. Characters using Magic as their Defense Stat receive - 2HP instead of -4 HP from this effect.
  • Proficiencies: All Proficiencies and Point Buy Packs related to Magic are unaffected though some which grant Magic related Mechanics that are only usable outside of Combat Roleplay may have other effects, for further explanation on this, see General Magic below.
  • Shapeshifting: Shapeshifting is completely unaffected even shapeshifting within the radius of the Conduit works exactly the same because SHapeshifting requires considerably less Magical energy or drawing that other forms of Magic usage.
  • General Magic: Players have relative creative freedom in how Conduits affect their Mechanics. Conduits should make Magic usage outside of Combat chaotic, more powerful, unpredictable, and generally more dangerous. How this affects mechanics is up to players within reason.
  • Spirits: Spirits in and of themselves are unaffected, however, because Conduits are great sources of Magic, all Spirits (including Nature Bound) feel an inherent hunger or addiction to either be in this place or drink from its Magic, and expel anyone else who trespasses.
  • Afflictions: Afflictions like Vampirism and Mortisphages and Undead are completely unaffected outside of the usual effect on Proficiencies and General Magic usage, as these Afflictions do not directly draw Magical Essences from the dimensions.
  • Demigods: Godborn and Arkenborn are similar to General Magic affected in their Mechanics. Conduits make their Magical Mechanics outside of Combat more chaotic, more powerful, unpredictable and generally more dangerous. Though, they should also feel a "high" from using them inside.
  • Draconism: Archon are completely unaffected outside of the usual effects on Proficiencies and General Magic usage. However, they are unable to interface with the Leyline Network while inside its radius, and Ley Point Buy Unicore interactions are also blocked inside.
  • Custom Kits: Custom Kits are affected the same way as regular Characters with regards to Proficiencies and General Magic usage. However, if the Kit is Magically inclined, some Mechanics may have different effects. If there is confusion, inquire with Lore Staff for specifics.
  • Artifacts: Artifacts are completely unaffected while inside the radius of a Conduit. Though, some Artifacts may have relations to specific historical Conduits, and as such may have unique interactions that will always be mentioned in the announcements.

Conduits are properly historically documented, so most Magically inclined characters will know what they are. They should be treated with concern for the danger that they impose and the Demons they might attract. Most studied Mages will not just go to a Conduit to cast a bit of Magic for fun, these places always attract the worst kinds of Magically related entities that have no good will for those who trespass.