MAGIC AND WEAPONS - Magic Limitations

Magic cannot do *everything.* It would be a very boring role play if all we did was explain everything away with magic. So, the following are limitations for what magic can and cannot do. Black magic is separate from this list and will be discussed in another article. This list is in regards to normal magic. When in doubt, ask an admin!

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The following are the three types of magic used in the role play. Please keep in mind the strength, power, and skill necessary for the magic your character will perform when writing.

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**Solo Magic**

Magic that is performed by one individual is not as strong as magic performed collectively. Things that fall under this category are: one person spells and individualistic powers (i.e. skills and abilities), potions and tonics, and anything else that does not require more than one person.

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**Dual Magic**

Magic that is performed by two or three individuals is stronger than solo magic but not as strong as magic performed by a collective group. Things that fall under this category are: spells that require more than one person, communal powers (i.e. powers that someone else can join in, for instance, water manipulation), some potions and tonics, and anything else that requires two or more people's magical energy.

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**Communal Magic**

Magic that is performed by a group of ten or more individuals is the strongest of the three magic types. Things that fall under this category are: protective spells like what is used by the Order and the border patrol, magic that is used by the Record Keeper and his acolytes to help keep Haven running, communal powers (i.e. powers that someone else can join in, for instance, water manipulation), and anything else that requires massive amounts of power to achieve.

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The following is a list of things magic **cannot** do:

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- Magic cannot bring the dead back to life, with the exception of vampirism.

- Magic cannot force someone to genuinely love you. Emotions can be manipulated, and brain washing can happen, but genuine love is impossible to force.

- Magic cannot cure cancer, AIDS, or any other disease which can be fatal to the victim. Magic can help prevent these things, and it can be used in tandem with medical care to help heal a patient, but magicking away cancer is impossible.

- Magic cannot be replenished instantly. It is a draining process, and depending on how much your character uses at one time will determine how much of a recharge they need.

- Magic cannot be used to perform Godlike feats, such as stopping wars, reversing time, or creating life.

- Magic cannot be used to affect the space/time continuum in any way. It cannot be used to time travel, reverse time, slow it down, speed it up, etc.

- Magic cannot be used to make your character a genius. They need to learn things the way everyone does - study, research, and practice. The only exception is if they have an ability that allows them to learn things easily. This does not mean they can learn ALL THE THINGS and retain all of that knowledge, however. No Brainiacs here, sorry Superman.

- Magic cannot be used to take away the magic, powers, or supernatural condition of another person. You cannot magic away being a vampire, for instance, and you cannot strip someone of their powers (although certain abilities and magic may be able to negate the effects of powers). The exception to this rule is elder Fae, such as the king and queen of the courts, or the Record Keeper. These powerful beings may be able to remove the abilities of Fae and gifted humans temporarily or permanently.

- Magic cannot be used to create sweeping plagues that affect whole countries or the globe, nor can it be used to create biological warfare.

- Magic cannot be used to create widespread natural disasters, such as hurricanes or earthquakes that affect a whole city or more radius. Minor, or localized, natural disasters can be made *within reason* if the user has the ability to.

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**The admins reserve the right to add to or edit this list as necessary.**