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Magic

Page history last edited by 1nfinite zer0 14 years, 3 months ago

 


 

Overview

So what exactly is magic? Think of it as a non-coincidental, beneficial increase in entropy producing specific, intended results.

 

In an infinite universe, anything can happen by chance however improbable. The possibilities of anything happening is always greater than zero.  Even though the likelihood of a space time distortion or a large grazing animal falling from the sky is nearly impossible, there are still chances for it to happen.  Functionally, the expected chance is far far too small to have any merit in ‘normal’ reality. However, with magic this minute possibility can have an important effect on the outcome of a situation.

 

For example, an arrow headed for your brow could be deflected by a chance wind or pocket of differential pressure. Normally, the chance of something of that nature happening is extremely unlikely but magic expends energy shifting the probability of this event to make it reality. Through the expenditure of magic energy, the near impossible becomes reality. And one does not need to dodge arrows if they can throw the wind at it.

 

Types of Magic

  • runes
  • bio-influence
    • psyplastic plant
    • genetic fostering
  • space bend
  • body amplification
  • perception
    • illusion
  • crystals
  • energetics
  • herbology
  • alchemy
  • astronomics
  • psychic

 

 

The big giant list o spells

An example spell:  Ball of Warmth

A physical ability, the hands are rubbed together and then extended as if warming them on a fire.  If successful, a small glowing ball will appear that emanates heat.

 

Magic can also be divided into passive and active forms. 

Passive magic is a type of ability which does not require active casting. It is either always on, or triggered automatically by some action/behaviour. 

This is the most common type of magical ability on Shashnia, with most of the creatures in the Magicka using it. 

Passive magic can also work in tandem with active magic. For example, the natural regeneration of the Shashnimyn which is passive can be boosted by an active magic spell.

 


How does magic work?

 

Well, players can expend variable amounts of energy on a spell. The amount of energy they expend will have a relationship with their ability in that spell. Spells can be used out of a default (parent) category or a specific category.

 

e.g. Player A wants to cast a Lightning Bolt. They have electricity 6 (aribitrary value & category; revise later) but do not know lightning bolt specifically. Since they are using a general category they get X % of the skill level. They put in a certain amount of magic energy into the spell. This is above the standard level of energy for such a relationship of energy. Using too much energy makes the spell unpredictable (but potentially more powerful), using less is better accuracy with decreased effects (therefore highly capable characters can cast lesser spells with improved accuracy).

 

So, using magic, players get to choose how risky they will be in their approach. Their approach can vary by situation as well. Perhaps it is a critical situation and they just have to push themselves. In that case maybe they're gonna exceed their standard level by a whole lots and then spend a bunch of other points (karma, luck, action points, etc) to try to off set their risk (but it is energetically expensive to their character.

 

Magic spells can also be combined through different categories, creating highly-customizable spells for a situation. The energy threshold vs. skill lvl still applies with combined spell categories/types, but in such a way that spell errancy is slightly decreased. Creative use of magic needs to be encouraged.  Multiple spells can be readied and released at once.  If the spellcaster is disrupted then they loose all spells at the ready unreleased.  When combining spells, the imagination is the limit.  For example, a player needing a distraction with spell ability in both air and plants can combine summon plant matter and summon wind, and target the trees with the intent of creating a storm of leaves to disorient.  Players need only propose what they want to do (and potentially how to work it out) and then it will be resolved by consensus (as per the basic permissive mechanic).

 

Some spell effects are conceivably not combined, they just occur sequentially.  In that case separate rolls are made.  DM call

 

Recharging Magic

mana stone

instead of guzzling mana potions all the time.  mana is restored in a different manner.  stones are very full of magical energy, but hesitant to give it up.  it takes skill in stone magic to get more magic from stones, but causes them to partially disintegrate.

There are certain types of stones which are more accessible to magic.  They are used to recharge the mana frequently.  Worry stones at the lowest tier, up to flint stones to spark magic back.  This is only a partial restore.  Full restore still requires meditation (Time cost, reward/time decreases with level).  Health restore comes from food, rest and healing spells.

Can choose a full restore function; where you optimize sliders of food, rest, meditation, and spells/activity to heal yourself.

 


What is the purpose of Magic?

 

Does it have a purpose? I was thinking it would be more of slow-working force than something used explicitly for combat. But this may not be fun.

Ideas? comments?

 

The strength of the effect is a function of how long it takes to prepare the spell.  Long-lasting enchantments, runes, potions, and such cannot be prepared within a battle. 

 


Creating spells

When creating new spells, it is important that they have some distinctive combination of effects which makes them unique from another spell ability.  Nobody needs another lightning bolt or energy ball, they can just buy the existing ones.  However, since there is a need to have similar spell effects originate from disciplines, sometimes spells can become very similar.  For example, if some spell casters could not use an area effect fast projectile spell (like energy ball) but have mastery over plants and disruption, a spell with the same outcome could exist that consists of forming a ball of exposive plant matter and hurling it.  Add a wind spell to boost its speed and make it less dodgeable, and its further customized.

 

Basic spell traits

Area effect

Retrigger (like poison which continues to harm until removed)

Persistent (e.g. a curse which decreases attributes until alleviated, but neither increases or decreases on its own)

Boost/Decrease skill/attribute

Damage

Damage "colour", elemental or specific type which relate to weakness or immunity

Negation

Entangle

Move

Change environment

Summon: creature, substance, weather

 

Restrictions

Not cumulative

Time to cast

Time until effect takes place (e.g. summoning a herd of trampling beasts might take a minute for them to run onto the battlefield)

 

 


Related links and Discussion

 

http://www.darkshire.net/~jhkim/rpg/magic/ - A series of essays about magic in RPGing

Discussion on the Scientific-based Magic essay

 

 

 

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