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Showing content with the highest reputation on 04/01/19 in Posts

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    Magic in the Doldrums Magic in the Doldrums does not act quite the way it normally does on Azeroth. Everything feels off, different or harder. This document is merely a baseline for what player characters dabbling in each type of magic or rather, how each class or magically inclined race would feel in general. Keep in mind this does not provide the reasons for WHY magic works this way, merely what your character would be able to easily tell. The reasons for why and more things in particular must be found out through Role Play. DISCLAIMER: You are not owed an OOC explanation for the reasons as to why. Just know there are actual reasons for this. Also, keep in mind currently this is all fluff for your role-play experience and the reasons behind this may play into your experience here, such as events and the like. There is no heavily enforced negative for this in the RPG currently. Non-Magic Classes/General: As all living things in Warcraft’s setting have life and spirit energy, they to would feel this very essence be drained from them. Their strikes weaker, their resolve against a blow harder to muster. A warrior may be especially affected by this, but even a commoner or a mage will feel their strength be lesser than it would otherwise be. Arcane: None can sense or find the leylines of Azeroth in the Doldrums. It is as if they don’t exist. Arcane has to be pulled from different sources. Be it an object full of mana and arcane energies, or from the ambient arcane magic in the Doldrums. Upon washing ashore, any mage worth their incantations would notice this, and part of the journey is finding out how to more effectively do what you need. Spells, rituals, everything requires more power in the Doldrums to accomplish compared to Azeroth. Upon casting a spell, an arcane user would ‘feel’ something pulling at the energies. Teleportation does not work. Portal magic simply fails, as this relies on the use of leylines. Blinking, however, does work. Including long distance blinking(though this is -extremely- dangerous and, due to high inaccuracy, can easily result in death.) Holy: Upon calling for the Light, any user of it can tell that something is off. It is harder to call the Light to you and use it, and while on Azeroth using the Light would empower and reinvigorate one, here it does not. You still feel fatigue from casting with it. The important thing to note, is any light user could tell this is not the Light’s doing. It is being pulled -from- them forcefully. And one must work harder to maintain its use, just like Arcane users face. It can still be called upon anywhere in the Doldrums. Shadow: Much akin to Holy and Arcane, it is harder to cast and use shadow magic in the Doldrums. Users would note it is being -heavily- pulled from them, specifically in the direction of Black Finger. Necromancy - Necromancers would find all their attempts to raise undead be futile. All the ways one would raise a corpse into undeath upon Azeroth merely do not work here. This does not mean it does not work at all, but it must be ‘discovered’ how it works. Nature: Nature magic users, druids is particular would be able to tell something is off drastically for them. The Emerald Dream in the Doldrums feels off, not quite right. Still retaining the blessings of their patrons(i.e. Can still use cat form), nothing else feels right. One can not simply enter the dream and it requires more effort to use nature magic then it did on Azeroth. Elemental: Right off the ‘boat’ a shaman can tell something is wrong. The links with elementals one had established is clearly gone. It is as if an Azerothian Shaman went to the outlands to try and summon the powers of their elemental patrons on Azeroth. However, it is important to note that minor shamanistic magic still works, though it is harder to summon just like every other type. Even a beginner shaman could tell that perhaps the magic that does work is a welcoming gift. Fel: Fel and demonic summoning is a tad different on the feel. Much like every other type, there is a strong pull working against the character casting a fel spell or working a fel ritual. Upon casting a spell, the pull is a tad stronger. And summoning demons, even ones that were tied to the warlock on azeroth is impossible. Much like necromancy, the way one did it on Azeroth merely does not work. Playable Magical Races Undead: Undead in the Doldrums feel fatigue. They get tired. This is a completely different feeling from what they would be used to. The shadow magic used to keep an undead’s body together is being pulled from them. See Shadow. Night Elves: Kaldorei, or night elves would not play much differently here, but they would notice they have -no- connection to the tree on mount Hyjal. All the boons granted(protection against disease, ect.) are gone. Blood/High Elf: Quel’/Sin’dorei do not feel any connection to the Sunwell. However, they do feel the pull of arcane from their bodies, meaning the need for arcane of fel to feed their addiction is stronger here and requires more than they would’ve had to deal with on Azeroth. Highborne: A combination of Night elf and Blood elf. The connection Highborne from Kalimdor had to the Hyjal tree is gone, and on top of that, they face a magical addiction that is harder to deal with here. Oddities Tides and Stars: A keen eye and observant person would know that the Doldrums has no tides and the stars change every night. The sun itself does not always take an east-west path, though it is hard to tell, as compasses are not constant either. In the water, as one gets slightly off the coast, the currents ramp in power unnaturally quickly, leading those who try to swim or move with light vessels relying on luck alone to not be lost at sea. Credit to the original artists for the pictures. I don't own them, I just have no money or artistic talent. Yay, google.
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