Magic & Magitech Rules: A Dummy’s Guide

Rule 0: The Three Sins (Don’t Do These!)

These are the fastest ways to get into trouble. Always control only your own character and keep things fair.

1. Power-gaming

Being unfairly powerful. Do not dodge every hit or kill opponents instantly. Stay within your character’s reasonable limits.

2. Meta-gaming

Using **OUTSIDE** information (Discord chat, OOC knowledge) to give your character an advantage in RP.

3. God-Moding

Dictating what happens to **other players**’ characters (e.g., “Your character falls to the ground, unconscious”).

Understanding Your Spells

Fluff Magic (Just for fun)

Creates pretty effects, but has **NO** practical benefit or harm (no healing, no concealment, no bonuses). Use freely!

Non-Combat Magic (Beneficial/Detrimental)

Magic that gives a temporary gain (like a smokescreen for escape) or a brief hindrance (like a quick flash-bang effect). **Must be used BEFORE combat is initiated.**

Combat Magic (Attacks, Buffs, Heals)

Only usable **AFTER** combat is initiated. Your power is limited by your HUD/Class abilities. You can **describe** a firebolt as a “shadow tentacle” for flavor, but the mechanical effect must match the HUD ability (damage remains damage).

Enchant/Imbue Magic (Magic Items & Magitech)

Magic used to power an object for later use. Magic items are mostly for **flavor** and cannot grant combat benefits beyond your HUD.

Magic Items & Magitech (The Gear)

Image of a Magitech Device
  • **Magic Item:** Any object magically imbued (e.g., a wooden staff with a light spell).
  • **Magitech:** Magically imbued **technology** (e.g., an enchanted steel sword).
  • **Main Limitation:** They **cannot** break the sim’s tech level. For example, no repeater flintlocks, and no pocket-sized items that simulate a barrel explosion.
  • **Golden Rule:** If in doubt, **get permission from staff** before using it in RP to avoid a “ret-con” (reversing events).

Banned & Heavily Restricted Magic

1. Teleportation & Scrying (BANNED for Individuals)

Individuals cannot teleport or create portals. It requires extensive rituals, expensive components, and **multiple powerful casters** working together. Scrying (remote spying) is also completely banned due to its meta-gaming risk.

2. “Always On” Detection (BANNED)

You cannot walk around constantly detecting hidden magic or disguises. Detection is only allowed as a focused, specific ability used in an interaction with a targeted character.

3. Compulsion/Mind Control (EXTREMELY RESTRICTED)

This is a massive risk for God-Moding. You **MUST** have the target player’s **OOC AGREEMENT** beforehand. The command must be simple, limited, and have a fixed, short timer.

Remember the Cost!

Magic is never free. You must always roleplay the cost, especially for powerful or lasting effects (Enchants, Area Spells). Show it in your posts!

  • **Monetary Cost:** Spell components, expensive inks, candles, etc.
  • **Time Cost:** Rites and rituals take time. You can’t just instantly cast a lasting ward.
  • **Energy Cost:** Magic is draining. Act exhausted after a big spell!