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Tyran: Magic Rules

Types of Magic:

1. Chant: A chant is the most generic form of magic in the Tyran's Cove RPG. Anyone can use it. Chants are non-binding. To perform a chant you simply "chant" (say) what you want to happen through words words or through the mind.

      Player 1: /me chants null's arm to freeze
      Player 1: /me sees ice form

2. Spells: A spell is a more powerful form of magic, most often used by mages, clerics, and healers. You don't chant a spell, you cast it.

      Player 1: /me casts a fireball at null's arm
      Player 1: /me sees it burn

3. Binding: A binding is a form of magic that makes a spell or chant permanent. A bind is mixed with a chant or spell to work properly. When someone is bound, the binding will last for 24 hours or until the binder unbinds the spell.

      Player 1: /me chants null's body into a cage
      Player 1: /me sees him go
      Player 1: /me binds the chant
      Player 1: /me sees it bound

NOTE: No chant or spell can be death or godhood, or anything else that goes against the established rules of Tyran's Cove.


Confirming:

When performing bindings, it is necessary to have it confirmed for it will not take effect. It takes three regulars or clansmen to confirm and make a binding legal. If the proper number of confirms is not obtained, then the binding is void. If a bindingis confirmed properly, then the binding takes effect and lasts for 24 hours or until the binder unbinds the chant or spell (which ever comes firs). After binding something, you need to post it. The post must include: The binders nic, the person who was bound's nic, the three regulars or clansmen that confirmed and the place where it took place.

      Player 1: /me chants null's body to ice
      Player 1: /me sees ice form
      Player 1: /me binds the spell
      Player 1: /me sees it bound
      Player 1: Confirm?
      Player 2: Confirmed
      Player 3: Confirmed
      Player 4: Confirmed


Defending and evading:

There are basically two kinds of defenses against magic. The first is to evade before the action can be followed up with a reaction line. Doing this makes the chant or spell a miss altogther.

      Player 1: /me chants null's arm on fire
      Null: /me runs right
      Player: /me sees the fire

The next defense against magic is to unchant (if it was a chant) or to dispell (if it was a spell). Doing this breaks the chant or spell. You only need two words to unchant or dispell. The /me is one, and 'unchants' or 'dispells' is the other word.

      Player 1: /me chants null's legs to ice
      Player 1: /me sees the ice
      Null: /me unchants

NOTE: If your head is chanted to ice, then you can't unchant using words. You will have to say /me unchants in his/her mind. Everything MUST make sense. If you don't want to use 'unchants' you can also use other defense lines to break spells or chants, such as:

      Null: /me thaws (If you are frozen)
      Null: /me cools (If you are burning)

When 'unchanting' something, it only works for one chant. So say you were chanted to ice and fire, you MUST unchant TWICE. Only ONE 'unchant' per Chant placed on you.

/me unchants can only be used when you have been chanted. /me dispells can only be used when you have had a spell placed on you. Unchants and dispells don't work if you have been bound so make sure to unchant or dispell before /me sees it bound hits the screen.