~The Background~
It is said in the tales of the history of Dee that the Isle holds a strategic position upon the surface of the world, being formed at a place where the barrier between the regular physical dimensions and the magical plane is thin. Thus it is that the land itself is richly imbued with magical energy.
~The Elements/ Sources ~
The surface and the dark fae have always known that the elemental energies born in the power of Air, Fire, Earth and Water are strong in the forest and the underdark.
The magic of the land itself is Chaos Energy, born in the power of Life (Light) , Death (Darkness) and Shadows ( use of the latter reserved for special occasions. You know, the ” god ” thing, and needs approval! ). It is instable, chaotic and difficult to master.
~The Shadows~
Purely Chaos.
See it as an universal intellect. It feels, it knows. It masters them all.
Just when you think you’re in control of magic, the tide may turn and you’ll have to start again. This Elemental Source powers and controls all magic in Dee, imbues the whole land with its presence. In the stories of the Isle it very much influences and guides history from within, and who comes across the Shadows reaches into the Source at his peril: its effect may be profound. One magical creature – an elemental spirit – who merely dipped in a finger, found himself unable to communicate for hours, his words coming out garbled and incomprehensible.
~The Effect~
Any human who comes in with magic experience and skill gained before entering Dee will loose it. Its gone. Any other Being being in mastery of more than one element , will loose all but one. The Shadows that protect the isle wash what you achieved off. You will start anew, with luck regaining some of your skills after some practice. (We want to know you before you run amok with your super powers, you know.)
Those trying to use more than one of the elements or try to achieve mastery of elements of chaos find that attempts to use the power may lead to the horror of madness as the magic wreaks havoc with the soul.
All Magic Costs. Always, No exceptions.
The price can range from the basic cost of physical and mental exhaustion to something devastating, like your own life. Be creative, stay believable.
~Learning Magic~
It is observed that magic has unpredictable results at best, and often the results are Chaotic. You may try to light a candle and set the table aflame. Things turn to chaos, or do something unexpected. You may try to drown the fairy and find the water raining down on your head instead. Practice is required for using it effectively and correctly, and so using it leads often to what appears to be random chaotic unpredictability.
~Things you need to know ~
Ask yourself: How did your character come to their abilities
Note that even those races “born with magic abilities ” do need to practice and learn about using magic.
- Using magic takes concentration and focus- If interrupted you may start anew
- All Magic is energy coming from a source.
- Use of Magic costs you. Always. No exceptions.
- General rp rules apply (no godmoding, no powergaming , consent, common sense, believability etc.)
- Magic must be interesting for all involved, don’t use it for your own advantage only
- Magic is unpredictable, if one gets too creative or is interrupted in a crucial moment. Results range from amusing to annoying, but mendable, to destructive to lethal, to Catastrophic to Apocalyptic.
- Avoid magic in conflict scenes. An argue with your hands full of magic balls lets you look like a Mary-Mage- Sue.
~Using Magic in RP~
For any sort of magical practice you do need several descriptive posts in order to stick to believability, avoid being suspected for power-gaming and give any who wishes to escape the moment a fair chance to withdraw or build up their defense.
One or several posts of Preparation:
get in ready stance, draw energy from a source
One or several posts of Focus, Concentration and Aim.
One or several posts of Focus Casting
One or several posts on the magic energy fading from you
Followed by hours or days of backstabbing effects on your character. Remember magic does cost you. Always.
~Magic and Medicine~
Magic can not replace a healer.
Where Magic is used to heal, it takes from real healing Roleplay.
Leave the Healing to the Healers when ever possible!
Everyone has their role. Allow others to play theirs.
However, magic user can assist Healers in their work.
Magic could be used to help speed up a healing process, sooth pain or detect an issue, when there is a lack of availability of healers and or when the healer request such support.
“Healer” apply what is known of medieval medicine in roleplay scenarios.
See as example sources: What Was Medicine In The 14th Century Like?
Medicine In The Middle Ages
~Magical Limits~
Coming in with magic or similar to magic skills is not automatically a guarantee for being a respected person in the RP scenario. We are playing in medieval times where Witches, Mages and Wizards are commonly feared. Strange methods may be frowned upon and “true” magic may be seen as trickery. You must be ready to meet distrust, preconception, superstition and in worst case conflict with local law and possibly threat of life.
~Magic and Tools~
Remember that all Magic is energy coming from a source.
You can charge an item with magical energy. See ~Using Magic in RP~, and if you do, you need witnesses in the scene.
The magic in such an item fades over time or after use.
Any magically charged item can be neutralized.
——————-
Before considering to start playing with Dee magic it is recommended to read the Isle Of Dee RP academy