[quote=@BlitheIntent] So excited! I’m already tossing around a few ideas, and will do my best to put together a suitable CS, iPhone willing ^^; [/quote] Here's hoping you get the laptop back in the near future! I've put off replying to posts until now because typing on the phone is the worst. [quote=@Genbor] Could I get a crash course on Magic usage from anyone? I've been working on my character concept and as I got to my spells list, I realized I'm not entirely sure how it would all work out. [list] [*] First and foremost, is there some kind of Magicka we need to keep track of, or do we just base it on how many spells we think they can cast in quick succession without being tired? [*] I've picked from spells that come from the games, but how do those convert themselves into this RP? Do the durations stay the same, or are we allowed to fiddle with how long spells can last? [*] Can we have a Concentration spell (like in D&D if you know it), which means it is up as long as you can maintain it (usually has a longer duration), but can only have one Concentration spell running at any one time, so should you wish to end the effect or your concentration gets interrupted, you lose hold of the spell. [*] Are we able to cast with both hands to make more powerful versions of the spell? If that is need to be learned, can we learn it? [*] How many spells can we choose to know if we're Highly Proficient in a school? On Brynja's CS I see seven. How many if we're Somewhat Proficient? [*] Can we cast "Self" targeted spells on others? [*] Can I get a cookie? [/list] [/quote] Shaft's put in his two cents, but I'll also say my two McNuggets' worth of wisdom; We're avoiding gamey systems like keeping track of magicka use and health, in our experience players are pretty good at being pretty reasonable and/ or realistic at what their characters are capable of so say you have a young, inexperienced magic user that basically self-taught themselves reading books, they probably can't do more than basics or do more than a handful of casting before they exhaust their magicka. This is one of those things where we GMs aren't going to really police you too hard, but kind of like how we don't expect a 90 year old wizard to be a track and field athlete, we do expect players to understand their characters' capabilities. A big rule of thumb here is we're not competing with one another or trying to "win", per say, we're collaboratively telling a story. It's okay for a character to be weak or cowardly, selfish or rude, manipulative or just deeply unpleasant. As for spell duration, it's kind of the similar answer. It all depends on your characters' personal skill and experience. I've had NPC fire destruction mages who were basically flamethrowers tied to a fuel truck before, but part of that is also the reason we cap things off at Expert level skills because somebody would try to go with Master level (part of the reason for all the rules; there are people who will take advantage of the tiniest leeway and we really want to hammer home that this isn't the video game so it's okay to play a character who's kind of bad at a lot of things), and we like to keep the door open for encounters that are waaaay over people's heads. There's always a bigger fish, as Qui-Gon Jinn once said, wondering why he is chumming about with a Stranger Things reject of a monster. There kind of is player progression in the game, like finding new equipment and spell books, but we as GMs will be the ones to say what is where. It does take time to read a spell book and master a spell, so players won't be able to just open the book and instantly know the secrets of the cosmos like in the game. Likewise, we've had instance before where someone with a sword in a previous game picked up a mace as loot and totally handicapped themselves because it was too different from a sword. Again, it's all about story telling rather than trying to make it like a video game. We're capping things off at seven spells in total so we avoid situations where somebody knows like 20 spells because the player just read a list off the Wiki and basically shoved their arm in a grocery shelf and shoveled it all into their shopping cart. The main difference is Highly Proficient lets you use Expert level spells, whereas Moderately is Adept and Somewhat is Apprentice. Realistically, it takes time for people to master spells and we want to see some variety in the magic users so they have some different talents and specializations. It kind of depends on the nature of the spell for who it can target. Something like heal-self is strictly for the character, whereas heal other is a target, but something like healing hands I can see working for both. And yes, you can have a cookie; it's just oatmeal raisin. Cuz I'm evil. [quote=@James] Signed up just for this roleplay. Looks amazing. I hope everyone (including brand new folks) is free to apply? I see there's a lot of interest already but I'm not new to roleplaying (or the Elder Scrolls games) by any stretch of the imagination, so I'd very much like to show what I got. [/quote] Well, thank you for making us your one stop shop! And of course, everyone's welcome to join in and apply! Basically, post counts are silly and don't measure someone's talent or personality, so as long as you can make a good character and get along with everyone, I don't see any issue with someone fresh off the boat wanting in on this shindig. I would also like to say I cannot confirm nor deny I am an interstellar talking head that destroys worlds in a game show. [quote=@That1Guy] Alongside the fact I would like to see genbor's questions about magic answered, I would also like to know the stance on enchanted items if the created character is supposed to be an expert. Also, if magika is something to keep track of, does it influence enchanting? The question about tracking magika usage intersts me greatly due to the fact Inplan onnmaking a character born under the oblivion sign of the atronach, a larger magika pool than normal, but no magika regen and a natural absorb spell effect. [/quote] Similar to magic, proficiency in enchantment reflects how strong of an enchantment you can put on there. For simplicity's sake, just imagine Expert capping out at 75% effectiveness, Moderately 50%, and Somewhat 25%. Since Enchantment is kind of separate from the rest of Magic, it doesn't really need to worry out about burning up Magicka through use, although I do imagine trying to enchant a dozen sets of armour would be hella taxing on the user.