Mutatis Mutandis
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  Magic Basics: Mechanics
[index] [mechanics] [spells & talents] [guidelines] [power levels] [usage]

Simply put, it is your responsibility to have an understanding of the mechanics of the magic used by your character. How else can you hope to roleplay the character if you do not know from where the energy for their magics is drawn, what spell components or preparation if any are required, and the physicality of casting the spell. If it is a feature character, read the comics. If it is a non-feature character, read some books. For what it is worth, all manners of things are possible, it is going to be up to how well you present the material whether it is approved.

Back to the way magic works on the MUX. Ever look out the window and see someone flying? Shooting red eyebeams at a sideshow freak? Me neither. Magic works the same way on the MUX as any of the super-powers that exist here. If you have a character that can fly, or project plasma, or move matter with the mind, then that character has specific guidelines and limitations for that power. Now sure, we don't expect you to always explain how they fly. Sometimes we wave our hands at it and claim it just to be alien physiology. Other times we can point at wings and have the answer be obvious. However, the physics of a human having wings and being able to fly aren't required to play a character with wings. There is a fuzzy area between sufficient and insufficient explanation. We don't need to know the words the character will recite when casting a spell, or how they actually manage to do it. What we do need to know are the explicit affects of the spell.