HOW TO USE Magic
posting magic

All magic requires a minimum of 2 post-minimum
1st Post: Drawing in and channeling the magic
2nd Post: Casting and executing the spell
what is needed by all players to use magic
Focus and Concentration
Knowledge
Energy/Magic
Focus and Concentration
All players must have concentration and focus when performing magic.
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High stress, Distraction, and emotional stability etc can cause your magic to fail.
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Doing magic in a high emotional state will affect the magic. From saying the words to the intent. When are leaving this up to each player to play accurately and fairly.
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knowledge is power
Most forms of magic require players to have at least some understanding of what they are attempting to do in order for the magic to work properly.
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Characters need to have knowledge in these areas (but not limited to)
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HOW TO PULL MAGIC
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MEDICAL KNOWLEDGE(for healers)
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CEREMONY AND RITUAL - We do not follow one type of magic or religion. Players are free to choose what they believe or the typ oe magic they use (examples Wiccan, Hoodoo, etc) We do not hold or follow one type. Players choose their characters background and knowledge in those practices. ​
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KNOWLEDGE OF HERBS & PLANTS ( do the research)​The creation of potions, charms, and similar forms of magic requires the use of actual ingredients such as herbs, plants, minerals, and other natural materials. Players are expected to use real-world items and ingredients when performing these types of spells. *More information about this under the specific magics.​​
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KNOWLEDGE OF MAGICAL AIDS AND HOW THEY WORK.(crystals, crystal ball, tarot cards, etc)
ENERGY/MAGIC
MAGIC/ENERGY IS NOT LIMITLESS
A solo witch has about 2 post rounds (after you have pulled the magic) before they start feeling the drain of energy. The longer they push the magic/energy, the weaker they become. Physically and Magically.

POST EXAMPLE
Post 1: Pulls the magic to them
Post 2: Uses the magic/energy
Post 3: Continues to use the magic
Post 4: Continues to use the magic
Post 5: Energy is drained.. Effects start setting in

HOW DOES IT AFFECT THE WITCH/WARLOCK?
Players can choose how the magic affects their character after the magic is been drained.
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Overuse of magic will cause things like headaches, passing out, nausea etc.
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Every witch or warlock will feel exhaustion after magic use. They will need time to rest and recharge.
WHAT CAN AFFECT ENERGY?
Emotions
Stress Levels
Health
Charms, potions, dust and wards
A witch can use to much or too little.
Magic with 2 or more witch/warlock
The more witches and warlocks, the stronger the spell will be. The Witches will also be able to last longer.
In some cases, the sharing of magic/energy with other witches will cause the players to feel a sudden high, for others it may be make them feel sick.
While the high of the energy after a group spell will allow the magic to go longer, exhaustion will be felt by all.
magical explainations
When performing hexes, wards, or any other spells that affect other players, a notecard needs to be written and handed to the players involved. The notecard should include:
The Intent of the spell - Be very specific in what it does
The limits of the spell - how long it lasts,
Ingredients if they were used.
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See more other the specific magic types.
CONSENT BASED MAGIC
Certain types of magic require prior OOC discussion before they are performed, including but not limited to:
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Divination (scrying, future sight, etc.)
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Spiritual magic (astral projection, soul-based interaction, etc.)
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In these cases, outcomes are determined by the receiving player—not the caster.
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Locating & Tracking Players
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Magic used to locate or track another character requires explicit permission:
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From the player being located
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From any other involved party (such as a captor or group they are with)
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Dice may be used only if both parties agree. If there is any disagreement or uncertainty, players should contact an admin before attempting the action.
Magical limits
Magic users in Sovereign’s Rest are not all-powerful beings. The following abilities are not permitted:
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Elemental control
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Portal magic (this ability is exclusive to the Overlord)​
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Temporal (time-based) magic
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The ability to force love or control emotions
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Resurrection or bringing back the dead
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Necromancy​
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weather manipulation
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Transfiguration - Changing into another animal or turning someone into a different animal.
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If there is a type of magic that has not been listed on the website that you are interested in, reach out to and admin to see if it fits with our lore.
You are welcome to include these abilities as part of your character’s past or background. However, they will not function within Soveregn’s Rest.
awareness, sight, and interaction
Magic in Sovereign’s Rest is limited by awareness and interaction. Characters cannot use magic on anything they cannot physically see, sense, or reasonably detect within the scene.
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Examples #1 of this Locating a person with prior IC discovery. You may hear about it OOC but if you are not told about it IC, then you can not start the process of finding the person until you do.
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Example #2 - choking out or stopping a persons heart. (while Darth Vader may be able to do this, in Sovereign's Rest you cannot.
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Most magic also requires OOC communication and consent from all players involved, as magic is meant to be collaborative rather than controlling.
OUTCOME AND PLAYER CONTROL
Players may choose to resolve magical interactions through roleplay or by using dice.
In cases of magical healing, the players receiving the magic get a voice in how much healing is done. It could be 100%, while others want to be healed just enough so they don't die. (This should be discussed before the spell is done.
Dice may be used as a guide if both parties agree.
In other magical situation once the other player has lost the dice role, the magic should match the limits and intent given to them by the witch (the spell should be reasonable and nothing that would kill another character) The other players may not increase what the magic is doing. If there is an issue, check with an admin.
charm limits
Players who use charms are limited to:
One (1) power-blocking charm
One (1) non-power-blocking charm
Power blocking charms can only be made in the Hollowed Sanctum. As resources are limited they require a special ingredient that can only be obtain through the Veiled Sovereign or Morrigan.
COMING SOON
dust

The dust is a special combination of crystals, herbs, and drawn energy that only Morveth has access to. This dust, when ingested, gives the magic user an extended boost of energy/magic. The dust increases your magical ability by 10%.
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What is it?
The dust is a drug that the Morveth make and have access too.
A Morveth has to ingest the dust. This can be done by smoking, drinking, snorting, it is player's choice.
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Who can use it?
It can be used by any race on the island. (+2 to a dice roll)
It increases the Primal Ability of each race for up to 3 post rounds.
Magic Users will get an extra 2 post rounds to use their magic​
LIMITS
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Highly Addictive (think junkie level if not used in moderation)
The more you use it, the more you want and need
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Turns the tips of fingers, the color of the crystals used in making it from touching the dust. (The more of it used the brighter the color. It only goes away after days of not using the drug. *Players choice in color, can either emote it, put it in profile or titler or actual find a visual for it.
All Users regardless of Race will experience being intoxicated for a few hours after using it. (Eventually, you will crash hard)
The adrenaline from the drug will last for a few hours after use. The person will appear and act intoxicated
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Acceptable Reactions:
Heightened emotions
Increased aggression or sexual behavior
It does impair your rational thinking and impulse control. ​​​
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Only Morrigan knows the recipe and has the ingredients to make this drug. There is no other drug like it. See a Morveth to get some.



