Rules of Magic

how will you use your power?

Syndicate Magic System

Greetings one and all! We just wanted to get everyone on the same page about what’s going on with the new magic system. To cast spells, you must take The Mage’s Pact. When you take The Mage’s Pact, you agree to abide by these rules: .

In-Park Basic Rules

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No Running

  1. When you enter the portals into Evermore, a strange magic begins affecting your legs. This magic bars you from running – especially when another Mage begins casting a spell on you.

  2. When another Mage begins casting a spell on you, you must stop and allow them to cast it on you. If you have some sort of counterspell you may cast it at this time.

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No Touching

  1. Touching another mage (or anyone at the park) is strictly prohibited – unless given clear permission.

  2. If you have any spells that currently dictate that you must touch your target on the shoulder, you can disregard this step.

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We are not a part of Evermore

  1. If asked if you are affiliated with Evermore, you must immediately state that you, and The Syndicate, are not officially part of Evermore in any way.

  2. Additionally, do not involve Evermore Cast members in our gameplay unless specifically approved by a Fateweaver or your Guildmaster.

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Do not impede others’ fun

  1. Do not disturb non-Syndicate members while they are at the park.

  2. If a Syndicate member asks you to leave them alone, please respect their boundaries.

  3. This is all in good fun. Vendettas against other Mages are not to exist outside of The Syndicate.

Online play Full Rules

Syndicate Online Role-Play Rules

 

Now that we have added the new element of Online RP to the Syndicate, we feel it necessary to write down the rules for all to see! As always, please remember that this is not an Evermore official RP server.

 

Online RP Etiquette

 

  • Be respectful to each other out of character

 

      1. Ultimately, the Syndicate is just a game. Be nice!
      2. If you’re worried that your actions in-character might affect your relationship out of character, it may be wise to reach out to the other player, out of character, and check in on them to make sure everyone is okay.
      3. Grudges due to events that occur in-character are not to exist out-of-character.

  • You can only control your own character

 

      1. This is normally referred to as God-Moding. Remember that you can only control what your character does. That includes reactions, movements, words, etc. Basically just don’t control other characters at all unless they belong to you.
      2. If you want to force an interaction for story purposes (i.e. a kiss or somethin’), reach out to the person and ask them first.

  • You are not all-powerful

 

      1. Failure can be a really fun part about roleplaying, so let your characters fail, only to rise up again and take on the world!
      2. Try not to make yourself crazy over-powered, even in one particular area.
      3. If you’re in a PvP scenario, give your opponent time time to react.

  • Play with Honor

 

      1. The Syndicate works by an Honor System. We’re trusting you to keep to the rules so that this works for everyone.

  • Have Fun

 

    1. We’re all here to have fun!
    2. If you find yourself becoming upset in real life over in-character actions, it may behoove you to step away from your computer and remember that this is all a game. Don’t worry, The Syndicate will be there when you get back!

 

    If you have seen or suspect someone of breaking the rules, alert a Fateweaver (Septimus Jack, Pit Plum, or Tenebris Nox) and we will look into it as soon as possible!

 

Combat: Spell-casting

 

As always, the same rules that apply to casting spells in real life apply online too! However, we recognize that the nuances of casting spells online versus in-person are quite different.

 

Rules:

 

  1. Unless someone types out that they gave you a spell, you may only use the spells provided to you by your guild.
  2. You must accurately keep track of your health and mana.
  3. If you want to cast a spell on someone, you must be in the same chat-room as your target.
  4. If your target has stated, out of character, that they will be away from their keyboard, you may not cast a spell on them.
    1. If you are in a fight with someone, it is your responsibility to always state when you need to step away from the computer.
  5. All other rules in the Syndicate Magic System Rules still apply

 

How to Cast Spells Online:

 

  1. You must type out the somatic components (the hand-wavy stuff).
    1. You can do this with flourish, or as succinct as possible. But make sure you hit each step!
  2. You must type out the verbal component (the incantation).
  3. Press “Enter” and give your target a chance to cast a spell that could interrupt you, if they can. You must wait for 5 seconds for each word that is in the verbal component of the spell.
  4. After the time is up, and if there were no interruptions, your spell takes effect! Please state, in character or out of character, what the spell does for all to see.

 

Caveats:

 

  • You can’t use “Interrupt” to stop another “Interrupt”
  • You can’t use “Reflect Spell” to reflect another “Reflect Spell”
  • You can use a harmful spell during the “interrupt” phase if it has less words than the original spell cast, but that doesn’t necessarily mean that the original spell won’t also take effect.
  • If you want to cast a protective spell on yourself, you still have to type it out every time you cast it in Discord.

 

Determining Your Level:

Quests will be given by Guildmasters and Fateweavers. When you complete one, make sure that you report to your Guildmaster so that they can award you Favor. Favor will be used to “Level Up” – which will allow you to cast higher level spells. If you do not know your level, please contact your Guildmaster.

 

You can cast spells above your level, but you must have the appropriate amount of mana to cast it. For every spell level you cast above your own level, you take 2 Damage.

 

Character Level

Spell Level

Standard HP

Standard MP

1

1

11

2

2

2

12

4

3

3

13

6

4

4

14

8

5

5

15

10

6

6

16

12

7

7

17

14

8

8

18

16

9

9

19

18

10

10

20

20

 

MP and HP rejuvenate when the gates of Evermore open daily.

 

Each guild only has immediate access to two of the elements. But there are ways to get other elements for yourself. You are allowed to trade, steal, and buy spells. Spells can be bought from Septimus Jack using Syndicate Currency (rasps). Rasps can be obtained through quests that offer them. Spells can only be stolen by casting a specific spell. All spells can be physically traded between all Syndicate Members.

Death

Death! The rules surrounding death are beginning to take form.

Level 1 to 3: You do not need to worry about keeping track of your lives. When your health reaches zero, you will need someone to cast a spell that brings you back to life. These spells will be fairly common. Until you are brought back to life you function as a ghost.

Level 4 to 10: When you hit level 4, you are given 5 lives. Every time your health reaches zero, you will become a ghost. After becoming a ghost you will need to find someone who can cast a spell that can bring you back to life. However, unlike Levels 1 to 3, being brought back to life consumes one of your lives. When you have no more lives left, you must remain in a ghost state until you are able to earn a life. You are given an additional life every time you level up and can find lives as a reward for completing quests

Ghosts: Ghosts have no health or mana. They cannot take damage or cast spells. No spells can affect a ghost unless the spell specifically targets ghosts. Ghosts can still participate in quests, but cannot hold magical artifacts.

Be VERY careful! There are dark magics that can destroy a ghost if it has no more lives left. If you are destroyed permanently, you must make a new character.