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by The Brazilian colony of Pernambuco em pe. . 71 reads.

Albastru AEM — Rules Guide: Magic System and Races

Albastru AEM — Rules Guide: Magic System and Races

This is a guide for members of the Albastru RP who will participate in the non-canonical AlbastruExpanded Multiverse (AEM) event, with the goal of assisting in creation.

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1. Races

The following races are allowed as a base:

- Humans
- Elves
- Dark Elves
- Demons
- Orcs
- Dwarves (also called pygmies)
- Beasts (humanoids with animal traits)

Rules:

- Race variations are freely allowed.
- Creating new races is also allowed.
- Avoid creating too many races, as it may cause confusion.
- If you create a new race, inform Odezya.

Restriction:

- Sentient animals (that can speak and have full consciousness) are not allowed, except if they are:
- Transformations of an existing race
- Variations of a race

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1,2. Classification of Races and Species.

Classification within the RP may vary depending on the region; this version is defined by the Magical Association of Tschevian.

Races.

- Humanoids: races such as humans, elves, orcs, dwarves, etc.
- Beasts: beings that may be humanoid or not, with animalistic or monstrous appearances.
- Semi-beasts: humanoid beings with a few animalistic or monstrous traits; hybrids between humanoids and beasts.

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Monsters and Animals.

The definition of monsters refers to any creature without consciousness or intelligence that is capable of controlling magic or is naturally magical, such as dragons and unicorns.

The definition of animals refers to any living being without consciousness that cannot manipulate or control magic in any way, such as cows, horses, cats, griffins, and gargoyles. They may be fantastical animals, but they do not involve any form of magic.

2. Character Creation

Balance between characters is essential for the event.

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Not allowed:

- Creating extremely powerful characters without justification
- Characters with great power without proper training
- Justifying power only through inheritance or birth

Guidelines:

- Power must come from learning, practice, and experience
- Character progression must be coherent

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3. Magic System — Fundamentals

Magic in Albastru follows a simple principle:

Mana is a natural energy present throughout the environment, similar to air.

- All conscious beings can interact with mana
- Magic is not an innate or inherited gift
- Magic is a skill that must be learned and practiced

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4. Elements of Magic

Magic is based on five main elements:

- Flames / Temperature
- Wind
- Earth
- Water
- Light

All spells are built through the manipulation of these elements.

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5. Spell Structure

Spells work through a symbolic system.

Functioning:

1. The user manipulates the mana present in the environment
2. A magic circle is created using a catalyst:
- Wands
- Staffs
- Or, for experienced users, their own hands
3. Inside the circle, symbols are drawn to define:
- Element
- Function
- Form and behavior of the spell

Complexity:

- The more symbols, the more complex the spell
- Circles can be linked to create more advanced effects
- Continuous spells can be adjusted after activation

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6. Logic of Magic

Magic must follow a functional logic.

It does not create effects without explanation; it manipulates what already exists.

Example:

A water spell works by condensing the moisture present in the air into a specific point.

Rule:

- Every spell must have a coherent explanation within the system

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7. Use of Magic

Although everyone can learn magic:

- Most people do not have enough knowledge to use it
- Magic requires study, practice, and specialization
- Advanced users are the result of long-term training

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8. Limitations

- Magic requires control and technical knowledge
- Spells can fail if executed incorrectly
- Inexperienced users struggle with complex spells

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9. General Rule

The priority of the event is consistency.

Avoid excess, maintain coherence, and contribute to an organized and understandable environment for all participants.

by Prime Minister of albastru –Odezya

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