I don't think Dragon Age blood majick is safe lol. Boiling people from the inside out is just too easy and anything that extreme won't be in this game. I can see a sadist, victimizing someone and using their blood to do terrible things with it.
I can see someone else who is injured, using that wound to coat their sword for a little oomph, or channel a little more power. Defensively it could be used to cause muscle to bunch or grow and such I suppose. Again though, at lvl 5 I could see a spinning dervish of blood that tears through the enemy ranks and cuts people up nicely. That would require MORE blood though.
I think we could do with the thread I mentioned and then leave it open to 'Is this an acceptable use'. Manipulation of defensive and offensive majick to do things outside combat is a hard line to walk and nerfs the use of other skills. A fire mage could likely start a fire (but would already have one....) and a earth mage could likely form a crude shelter. I think applications like that should be quite mundane.
Oh for light and shadow, I was thinking of the laser, blind, dazzling, illusions, maybe even movement, turnign your body into the element if there is enough of it in the area (this would require 5 ranks, I would enforce).
Shadow, could be globes of darkness, shadow puppets, shadow travelling, and fear effects.
Well that would be the manipulation of metal. So armor, weapons, anything of the sort - even cutlery. I suppose you could just bash people by hurling swords at them, or perhaps warp metal to do fun things.
We definitely need to make it a rule that majick effects cancel when the character stops focusing. No permanent effects.
Ok, so lets shoot this idea some more as I'd like to make a majick guide.
I think it's important to remember that having power doesn't mean using it or acting invincible. Better role play doesn't come from being superman, it comes from adversity. When we first started playing it was JUST free rp and whilst Grayell did some very violent and superhuman things, he also got very, very torn up.
Yeah, that's a point I was trying to get at earlier. It's free rp at the heart, so in the end, it's up to the players. The better they use their talents and their brains, then the better their rp, and the better their acclaim reward. If somebody with 5 fire wants to go burn down a town, okay, but prepare for some backlash
So how about we throw about some reasonable expectations for magic at low, middle and high ends and then some creative suggestions for the elements? Then I can write it up and leave the thread open for application questions.
First things first, Skully, RR, and I all agree that the spelling of 'majick' should be changed to 'magic'. Because otherwise it's just annoying.
EDIT: well, Grayell gave me permission to change it, so Majick is now officially Magic. All templates, guides, and even character sheets have been changed to represent this. Individual posts were not altered, but from now on, please spell it 'magic'. Thank you
As with all other talents, magic talents are capped at 5 points. Each point you spend in a magic talent can be spent on either a new element (type of magic) or can be spent on an element you have, improving it's potential. Having 1 point in each element will make you versatile, having 5 points dedicated to one element will make your magic more potent, flashy and dangerous.
Magic talents present a great creative opportunity for players but also have the greatest potential for overpowered or abused role playing. Role play in which the character is unscathed and wipes the opposition out in one fell swoop is unappealing to read and will not see you well rewarded.
It is important to remember that using magic is a draining exercise and the longer you use magic and the greater it's power, the harder it is upon the user. Having higher levels in magic taps you into more power but does not negate this fact.
We ask that you be creative in your magic use but not over the top. A good comparison would be Avatar: The Last Airbender series. Looking at those characters approach to their manipulation of the elements is a great platform to compare your own potential to. A 5 point mage would indeed be powerful, but would not be capable of continued, massive attacks that decimate entire enemy squadrons. The bigger the bang, the worse the effect upon the caster. Armor also has a negative effect upon magic use, making dedicated mages glass cannons.
Elements are also tricky, but it is reasonable to wield non-solid elements in a near physical form. An accomplished fire mage could manipulate fire with such ferocity and speed that it could strike like a weapon, searing through armor and flesh. Light and dark elements are somewhat trickier and will require more creative approaches.
Buffs are also possible, offensive magic allowing offensive buffs and the adverse for defensive magic. Healing magic is quite simple, healing, removing status effects and ill effects and potentially restoring the dead. Resurrection should never be considered an instant matter however, that would be a tad too convenient for our adventurers.
The more effort you put into magic, the better your role play will be. Treating it as more than just super powers will see you well respected and rewarded and you will find that your teamwork potential is highly regarded by other players. If you are unsure of a manner to use your element, be sure to ask the staff.
I have to add a blurb about magic not being the instant fix for all things too. You want a campfire, use a damn bowdrill. I don't want magic talents making everything else entirely pointless.