Zardoric, Pikmin Eye, Hey all excited to have this get going soon just had a couple questions. Is there any particular reason that we would want a large percentage of the students to pass away? I realize that much of the death rates is from the dangers of the school, but are we generally safe from neutral peers? Or is there a hard cap on the number of students that can graduate or something? If not, I was thinking the best plan would be to group up as soon as possible in game.
Also how will countering magic work? Do different schools of magic cancel each other out in game? Or is the counter to one school of magic another spell from that same school?
Thanks!
That is a lot of questions.
To answer the first one it has to do with the nature of magic, as your characters grow more experienced they will develop the ability to sense it, as well as a resistance to it. The high death rate is due to a lack of these abilities, and the random nature of free floating magic.
Most of your peers will just be like you, doing their best to survive. The only ones your going to have to look out for are the greedy and the power hungry at the beginning. Of course, this is a closed community school with people from all over the world, so you are more then likely to make enemies.
There is no hard cap, or even soft cap, to the maximum number of student. It is possible for everyone to graduate. However unlikely. Grouping up could work, the biggest drawback is the emotional recoil of having a friend in your group die. but many of the older student, and even the teachers, will recommend forming groups to help get you through the first year or two.
Counter magic spells are available to those at who have been at the school long enough, about six years, because they are very difficult Invocations. They are also required learning. Arcane magic has the same spells available a year early. As for everyone else, you have to rely on your natural resistance (which starts out extremely low), or the aid of superiors. Other then Anti-magic Spells, there are armor spells that you can start learning late in the second year which is about the same time as you start learning combat magic. Earlier then that you will learn spells to counter specific effects (like one to slow your rate of falling so you don't die, or one to help put out fires) that can help you survive. If the teachers could, they would teach magic to help students survive, but the students aren't capable of that early one.
@VarionusNW The only people playing teachers will be us host. Otherwise I have to give out too much meta info that may or may not be finished yet.
Speaking of which, me and
@Pikmin Eye are still looking for another co-host.
Also, news update:
I will have very limited access from tomorrow to as late as next Monday (real life stuff sucks sometimes). I will get the main thread up today, but the earliest start time for this RP will be next Tuesday, and that is if nothing else goes wrong.