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Sept 17, 2024 13:41:49 GMT -6
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This article is aimed at helping players understand the gameplay mechanics involved with Mystics.
For information on Mystics in general, check out MRO Mystics. For how our system of magic works, see Magic on MRO. For gameplay mechanics on making and using magic items, see Magic Items.
MYSTIC ABILITIES
There are three abilities all Mystics share, after they Snap.
1. Spellcasting. All Mystics have a mental link to the Mystical Plane. This enables them to channel energy from that dimension through themselves in order to impact the dimension they are in by way of spellcasting.
2. Linking Magic. A Mystic can use their link to the Mystical Plane to link with a consenting Mystic in close proximity in order to combine their magical potential. This allows the Mystics to do any one of the following: combine multiple spells into a unique spell, vastly empower a single Mystic’s spell without risk of burnout or Wild Magic, add additional facets and complexities to a single Mystic’s spell, or even create a new spell on the spot without any prior preparation and very low risk of Wild Magic.
3. Sensing Active, Nearby Magic. Mystics are attuned to energy from the Mystical Plane and are able to naturally detect the presence and general location of nearby, large, active workings of magic from a grand ritual, a linking between multiple mystics, or even a large number of spells cast in a short period of time such as what happens in a magical duel. A Mystic must actively focus in order to sense any lesser magical working, such as a single Advanced/Praeditus tier spell or numerous lower-tier spells. Mystics have no innate ability to detect magical residue, inactive enchantments, or discern anything about the nature of the magic that is being performed.RULES FOR SPELL ACCUMULATION Mystics work differently than Mutants regarding the kinds of abilities they have. While Mutants have powersets that grant them a lot of flexibility right off the cuff, Mystics have to learn their spells (except for their Snapping Spell) through lots of study, trial, and error. In order to reflect this, there are limits on how many spells a Mystic character can gain and how quickly they can gain them, while also working to reward activity without penalizing inactivity.
1. Mystic characters may not have more than a total of two Advanced/Praeditus spells per OOC month they have existed and they have posted in. Because spells should take a while to learn and master.
2. No Mystic can debut more than one Advanced/Praeditus spell per thread. So nobody can pop out of inactivity and suddenly duel Dr. Strange.
3. There is no limit to how many Beginner/Initium or Intermediate/Muetadi spells a character can learn or debut. These spells aren't the game-changers that Advanced/Praeditus spells are, but this rule may be changed later if the moderators feel it is being abused.
4. Any newly debuted spell must have a write-up in your Mystic’s spellbook for ease of reference before it is debuted. This way everything can be kept track of and makes moderation easier if it becomes necessary.
5. You are more than welcome to try any amount of new spells in-character that your character has not mastered (are not in your character's spellbook) as long as the spell fails or backfires or is otherwise unsuccessful. So you can still takes risks and have narrative fun with wild magic without using a spell slot.
SPELLBOOKS Every Mystic must have a Spellbook thread in the Spellbook section of the Character Thread Archives board. In lieu of having moderators approve every single spell you come up with or clogging a profile with dozens and dozens of spells, a Spellbook keeps everything simple. Moving forward, it is expected that all players use the standardized spell template when writing up spells. This is designed to help you think all your spells through and make sure they're balanced. If you're uncertain about how well balanced a spell is, just ask a moderator to give it a once-over.
The spell template:POWER GROWTHS
It's official! Mystics are eligible for power growths. The same formula applies as it does toward mutants:
- The character must have posted at least 300 times since creation or last power growth
- If the character is returning after a long absence, they must post at least 50 times before submitting a power growth
The difference between a Mutant and a Mystic's PGs is that a Mystic's power growth is merely gaining a level in a school of magic. So your Somation wizard can level up their Metation school, or they can gain the first level in Illusion magic.
Mystic Power Growth Template:
Email the completed form to MutantRevolver@gmail.comCopy and paste-able template: [b]Character name:[/b]
[b]Current post count:[/b] [i](How many posts do you have right now? This will be used to compare with any past requests, so we can double-check that you’ve made at least 300 posts since then.)[/i]
[b]Growth summary:[/b] [i](Which school of magic are you obtaining or upgrading?)[/i]
If you have any questions at any time about spell accumulation, how to build a spell, or anything at all about Mystics or magic, just ask a mod on the forum or the Discord server.
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Mar 27, 2024 16:00:02 GMT -6
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