[quote=@Sawdust] So is Zeus still available? I didn't see him on the list but I just wanted to make sure no one claimed the god of pervers...I mean the sky. [/quote] Yes, Zeus is still available. However, seeing that he's, you know, [i]Zeus[/i], he's gotta be one of the most powerful and influential spirits in existence. I can still let you play as him, but quite a bit of responsibility comes with that kind of power; I'll expect you to contribute pretty significantly to the plot as Zeus. Anyways, I just reserved Zeus for you. Oh, and people don't need to add "[ACCEPTED]" to their accepted characters now. Now I have a section of accepted characters, and characters who appear in that list are considered valid. EDIT: Added a couple more things to the first post: [quote]Because the prevalence of [looking for Soul Pact partners], certain services have been created to make them easier, such as online advertisements and agents that seek out potential partners for clients as a paid service.[/quote] [quote]As explained in the Codex, projectile-type soulshards are no less viable than other types of soulshards, so don't be afraid to have those.[/quote] This is a new explanation that I added just now, in the section about soulshards, since [@Sawdust] thought having Zeus's thrown thunderbolts as soulshards wouldn't be viable. Second edit: Just clarified that in the Possession section, you should not list your soulshards there. There's a separate section for soulshards for a reason. Third edit: Added this to the Codex, section 2.2.1: [quote]Generally, the effects [of a magic circuit] produced are more powerful if more mana is channelled through the circuit, but too much energy may be more unstable or difficult to control.[/quote] So you can put more mana into your spells to make them stronger. I thought something like that would be obvious, but other people might not be as well-acquainted with my setting, so I added that in. Also added this paragraph: [quote]Depending on the magic circuit’s construction and effects, certain types of mana may be more efficient than other types in activating the circuit. For example, a fire magic circuit will usually be more effective if powered by fire-aligned mana, and less effective if powered by ice-aligned mana. Certain mana types may even cause additional side effects, which may be beneficial or harmful. For example, channelling lightning-aligned mana through the aforementioned fire magic circuit may produce superheated electrical plasma instead, but end up frying the circuit. Very skilled magic users can control these effects to certain extents. Note: The magic circuits inside souls generally won’t be permanently damaged by such side effects, unless soul overdrive occurs (see section 2.2.5).[/quote] Edit 5: Added another section, 3.11, to the Codex, describing the weaknesses of amorphous beings, e.g. beings made of fire or slime. Those were always in my setting, but I forgot to add them to the Codex until now. Edit 6: Added this to section 1.2 of the Codex: [quote]Note: Some forms of mana may resemble light, but actually isn’t, so they do not actually travel at the speed of light, unless they’re [i]extremely[/i] powerful. Close to demideity power level (see section 2.2.3) is needed to do this to even small and light objects.[/quote] And this to section 3.4: [quote]Also, as the magic comes into contact with its target, only the target’s surface layer will be affected, and the magic must try to force its way down to subsequent layers.[/quote] Edit 7: Added a few things to the inter-faction relations. More specifically, how the other factions treat the Mythic Accord, Millennial Union, and Wandering Souls. Edit 8: Added this to section 1.2: [quote]Similar to chemical reactions in real life, most forms of mana cause [b]mana reactions[/b] when coming into contact with other substances, and hence produce their physical effects. The mana itself is “consumed”, converted into other forms and substances by the reaction, so that the reaction will eventually run out of the needed fuel and stop. It is thus difficult to produce a self-perpetuating mana reaction, and all reactions should be assumed to be limited in duration unless specified otherwise.[/quote] Also specified in section 2.2.1 that magic circuits simply convert input mana into further refined mana that have more specific effects. In other words, this is still limited by the mana reaction thing added above. Edit 9: Added in the Codex that teleportation and wormhole creation becomes more difficult and costly if done too frequently or too far, due to hyperspace destabilization, and traces are more obvious and harder to cover up too. To avoid this, wait for hyperspace to restabilize before traveling through it again.