the binding will last for 24 hours or until the binder unbinds the spell. By an Avatar of a God/dess, the binding will last for one week or until the Avatar unbinds the spell. (The Avatar's God/dess may make this permanent if he or she believes it to be neccessary.) By a God/dess it is Permanent, until the God or Goddess unbinds it. 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 Shadow Realm. Confirming: When performing bindings, it is necessary to have it confirmed for it will not take effect. It takes three regulars, family members, 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 first). 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, family members, 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. This is to be used with a spell that is thrown at you, such as fireballs, flying daggers, Ice projectiles, etc..., it will not work on a spell that is cast directly on your body. Player 1: /me chants fireballs to hit null's arm Null: /me runs right Player: /me sees it burn 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, you cannot very well chant, yet to be fair it will be assumed that you unchant in your mind. 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. Being bound is not always the end for a player with a lot of imagination. Say they chant you to the form of a toad or frog, and manage to bind you that way,You can in turn chant them to a fly, bind it, and go after them for lunch, You will find that a fly in the mouth of a frog will not be able to undo their bind and chant fast enough, and you can spit them out and continue.... |