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
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
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
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
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
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
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)
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.
Player 1: /me sees ice form
Player 1: /me sees it burn
Player 1: /me sees him go
Player 1: /me binds the chant
Player 1: /me sees it bound
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
Null: /me runs right
Player: /me sees the fire
Player 1: /me sees the ice
Null: /me unchants
Null: /me cools (If you are burning)