Post by Elle on Jan 15, 2013 19:50:06 GMT -5
What are Magick-born Abilities?
If you have placed at least one stat point in Arcana, then you have unlocked your Magick-born Abilities for your character. Magic-Born Abilities are basically "miscellaneous" supernatural abilities that your character possesses or can trigger or activate. Magick-born Abilities are skills that separate your character from others of their race and are NOT related to and have NOTHING to do with spellcasting whatsoever. Magick-born Abilities cannot be interrupted since they should either be continuous or activated almost instantly and they are triggered by internal or mental cues as opposed to the vocal cues, duration of casting, or ingredients that are required to cast spells. The reason you must have at least one point in Arcana to unlock Magick-born Abilities is because your character must have traces or a foundation of magic within themselves in order to possess these skills. Remember: you cannot cast spells unless you have a school of study and it costs 2 points in Arcana to unlock your first school.
Please note: You do not need Magick-born Abilities to be able to do many of the special abilities that come with hardiness and subtlety naturally. Please see the descriptions of those specializations to see what subtlety and hardiness can do on their own.
Describing Your Magick-born Abilities
Though you are allowed to have any sort of magick-born ability as you so desire, please keep them reasonable as far as scale of power. It is important that you clearly define your character's abilities in their profile, including the limitations and cool downs that may be associated with each individual skill. All Magick-born Abilities must either be a continuous, permanent, unchanging effect or have a "cool down" where the character will not be able to trigger that particular ability for some time. The duration of the "cool down" can be determined by you and should be scaled appropriately depending on the number of Magick-born Abilities you decide to have (fewer abilities = stronger abilities).
- Example of a continuous ability: increased sense of hearing or ability to speak with animals.
- Example of a cool down: can regenerate from non-fatal wounds, 3 centimeters every 5 minutes.
- Example of a cool down: can cast a think fog, once per week.
Although it is preferred that your character inherit Magick-born Abilities from birth (though may not necessarily know how to trigger them until much later), for the sake of Proficiency Training granting further points, you may describe your character inheriting their abilities some time in their life. If it is not blatantly obvious how your character's abilities may have arisen, you must describe them in your character history/background. If a moderator believes your character's skills are too powerful, please modify as appropriate. Magick-born Abilities are NOT related to Racial Abilities whatsoever. Racial Abilities are natural and universal to a given race while Magick-born Abilities are supernatural and differ amongst individuals.
How many Magick-born Abilities can I have?
You can have up to a maximum of three (3). The more abilities you chose to have, the more limited they individually will have to be. For example, if you decide to have only one Magick-born Ability, there will be more freedom in allowing the ability to be stronger as opposed to having three Magick-born Abilities.
How powerful can they be? Magick-born Abilities are meant to be small abilities, and we ask you to use your common sense and be reasonable about what your character can do. Keep in mind that there must be limitations, cooldowns, and drawbacks. The admins will decide on an individual basis whether their magick-born ability seem too powerful. Using the examples above should help give you an idea as to what kind of power we mean. REMEMBER the power of Magick-born Abilities are affected by the number of magic schools you have.
If you have placed at least one stat point in Arcana, then you have unlocked your Magick-born Abilities for your character. Magic-Born Abilities are basically "miscellaneous" supernatural abilities that your character possesses or can trigger or activate. Magick-born Abilities are skills that separate your character from others of their race and are NOT related to and have NOTHING to do with spellcasting whatsoever. Magick-born Abilities cannot be interrupted since they should either be continuous or activated almost instantly and they are triggered by internal or mental cues as opposed to the vocal cues, duration of casting, or ingredients that are required to cast spells. The reason you must have at least one point in Arcana to unlock Magick-born Abilities is because your character must have traces or a foundation of magic within themselves in order to possess these skills. Remember: you cannot cast spells unless you have a school of study and it costs 2 points in Arcana to unlock your first school.
Please note: You do not need Magick-born Abilities to be able to do many of the special abilities that come with hardiness and subtlety naturally. Please see the descriptions of those specializations to see what subtlety and hardiness can do on their own.
Describing Your Magick-born Abilities
Though you are allowed to have any sort of magick-born ability as you so desire, please keep them reasonable as far as scale of power. It is important that you clearly define your character's abilities in their profile, including the limitations and cool downs that may be associated with each individual skill. All Magick-born Abilities must either be a continuous, permanent, unchanging effect or have a "cool down" where the character will not be able to trigger that particular ability for some time. The duration of the "cool down" can be determined by you and should be scaled appropriately depending on the number of Magick-born Abilities you decide to have (fewer abilities = stronger abilities).
- Example of a continuous ability: increased sense of hearing or ability to speak with animals.
- Example of a cool down: can regenerate from non-fatal wounds, 3 centimeters every 5 minutes.
- Example of a cool down: can cast a think fog, once per week.
Although it is preferred that your character inherit Magick-born Abilities from birth (though may not necessarily know how to trigger them until much later), for the sake of Proficiency Training granting further points, you may describe your character inheriting their abilities some time in their life. If it is not blatantly obvious how your character's abilities may have arisen, you must describe them in your character history/background. If a moderator believes your character's skills are too powerful, please modify as appropriate. Magick-born Abilities are NOT related to Racial Abilities whatsoever. Racial Abilities are natural and universal to a given race while Magick-born Abilities are supernatural and differ amongst individuals.
How many Magick-born Abilities can I have?
You can have up to a maximum of three (3). The more abilities you chose to have, the more limited they individually will have to be. For example, if you decide to have only one Magick-born Ability, there will be more freedom in allowing the ability to be stronger as opposed to having three Magick-born Abilities.
How powerful can they be? Magick-born Abilities are meant to be small abilities, and we ask you to use your common sense and be reasonable about what your character can do. Keep in mind that there must be limitations, cooldowns, and drawbacks. The admins will decide on an individual basis whether their magick-born ability seem too powerful. Using the examples above should help give you an idea as to what kind of power we mean. REMEMBER the power of Magick-born Abilities are affected by the number of magic schools you have.