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Home » Search » Roster » Whitepages » Records » FAQ » Guidebook
Guidebook: Systems » Magic
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Magic
  1. A character starts with the possibility of three magics.
  2. You may earn more potential magic slots with Rift Force. Please see the Rift Force Benchmarks.
  3. Rift Force accumulates in the soul and allows one to control magic. More Rift Force allows for higher levels (and more) magic.
  4. Magic may be obtained by completing Trials, participating in site wide plots (SWPs), or by random visits by the Rift Presence.
  5. Each magic should be as unique as possible. Try to be original when creating your magic by referring to our magic records.
  6. Magic is sorted by category in accordance with what it ultimately does. See below for magical categories and levels.
  7. Item size/conversions, in case of Crafting:
    Size Limit Conversions
    Small ≤2m
    Medium 2-4m 3 small
    Large 4-9m 3 medium, 9 small
Restrictions
  1. Magic has no restrictions on use outside of battle, aside from level relative strength. Keep in mind that powerplaying and godmoding rules still apply.
  2. Level relative strength is a way to measure one character's strength against another. How the levels interact depends on the categories of magic involved.
  3. In battle:
    • Magic can be used as many times as the level within battle. This means that a level 3 magic user can use their magic three times.
    • Continuous effects, such as environmental or mental effects, last for one round. Roughly, this means from the middle of your post to the beginning/middle of your next post.
Magic Categories
  1. Offensive magic:
    • An offensive magic is an ability that ultimately aims to cause injury or forcible action upon others.
    • Examples: throwing sharp objects, mind control, summoning fire/wind/ice storms, summoning elementals, etc.
  2. Defensive magic:
    • A defensive magic is an ability that ultimately aims to protect either the wielder or others of the wielders’ choosing.
    • Examples: erecting shields, moving quickly, fire over skin, etc.
  3. Healing magic:
    • A healing magic is the ability to heal or cure injury or sickness of body, mind, or soul.
    • Examples: healing by fire, healing by taking injuries on own body, etc.
  4. Crafting magic:
    • A crafting magic is the ability to create new objects from new or existing substances.
    • Examples: able to craft with metal, able to create golems, able to craft with clay, able to craft swords, etc.
    • Typically, crafted items will break down without proper maintenance. Crafted items can be added to your unenchanted items records. You may also trial for them to become enchanted.
  5. Transformation magic:
    • A transformation magic is the ability to transform into another form or somehow alter current form.
    • Examples: transform into griffin, transform into elephant, transform into smoke, adding things to appearance with anger, copying others' appearances, etc.
    • At Level 7 Magic, you are able to add two unnatural features to a normal form.
  6. Immortality magic:
    • An immortality magic is the inability to die by normal means, but must have one way to be truly killed.
    • Examples - immortal unless pierced through heart, immortal unless head is cut off, etc.
    • At Level 5 Magic, you stop receiving your annual Rift Force age deduction if aged above 20.
  7. Knowledge magic:
    • A knowledge magic is an ability that imbues wielder with knowledge or information.
    • Examples - scrying in water, learning from trees, etc.
    • Please be mindful of character privacy when using Knowledge magic. While OOC permission is not explicitly needed to scry into someone's past, it is considered common courtesy to take it up with the player and try to work out a plot surrounding it.
Level Relative Strength
  1. Not all categories have a way to measurably interact with others, hence why they are omitted.
  2. When Level Relative Strength applies:
    • Using Offensive magic against Defensive
    • Attacking someone while Transformed and the victim uses Defensive magic
    • Healing something caused by magic
    • Using Knowledge magic against someone with Defensive mind magic
  3. How to use the chart:
    • The vertical axis is Offensive type strengths.
    • The horizontal axis is Defensive type strengths.
    • Healing is the inverse; Healing magic reads on the vertical axis (considering the Healing "attacking" the injury, which tries to "defend" its existence).
    • The effectiveness of the Offensive type magic is listed as a percentage where the levels intersect.
  4. Level Relative Strength only applies if magic is being countered with magic. If no magic is used to counter, it is 100% effective.
L1 L2 L3 L4 L5 L6 L7 L8 L9 L10
L1 50% 40% 30% 20% 10% 0% 0% 0% 0% 0%
L2 60% 50% 40% 30% 20% 10% 0% 0% 0% 0%
L3 70% 60% 50% 40% 30% 20% 10% 0% 0% 0%
L4 80% 70% 60% 50% 40% 30% 20% 10% 0% 0%
L5 90% 80% 70% 60% 50% 40% 30% 20% 10% 0%
L6 100% 90% 80% 70% 60% 50% 40% 30% 20% 10%
L7 100% 100% 90% 80% 70% 60% 50% 40% 30% 20%
L8 100% 100% 100% 90% 80% 70% 60% 50% 40% 30%
L9 100% 100% 100% 100% 90% 80% 70% 60% 50% 40%
L10 100% 100% 100% 100% 100% 90% 80% 70% 60% 50%
    Some practical examples:
  • L1 Offensive magic is 10% effective against L5 Defensive magic.
  • A character with L7 Transformation magic attacking a L3 Defensive magic user is 90% effective.
  • A character with L5 Healing attemping to heal a wound inflicted with L10 magic has no effect.
  • A character with L5 Healing attempting to heal a wound inflicted with L6 magic manages to close 40% of the wound.
  • A character with L10 Knowledge magic attempting to scry into the past of someone with L7 Defensive mind magic is 80% successful.