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Magic Mechanics

Page history last edited by 1nfinite zer0 13 years, 2 months ago

How to use Magic

The ability is based upon a nested system of categories, just like with attributes.  The more general the category, the more expensive it is to learn, but the more it can be applied to.  With general knowledge, anything one level more specific can be used at general level but with +1 difficulty. Knowing the right ability level for the job grants that rank, unmodified.  Stepping up and down the levels of specialization decreases and increases the rank of difficulty relative to the attribute.

 

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.

            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 2 but do not know lightning bolt specifically. Since they are using a subcategory they get that skill rank unmodified, since they are becoming more specific and not more generalized (which would make it harder). 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.

 

Classification of the Nature of Magicks

Attribute
Associated Categories
Social
illusion, perception (esp, clairvoyance), hypnosis, telepathy, charm
Animal
herbology, bio-influence, totem/shaman, necromancy
Physical
body augmentation, bionics, telekinesis, transmutation
Technical
runes, circles, crystals, alchemy, artificer, metamagic
Intellectual
psychic, bend space, slow/speed time, conjuration
Spiritual
divination, stars, energy, gods/miracles, teleport

 

Magic Categories

Bionics is the fusing of technology and other organic components together.  This allows the creation of prosthetics, battle suits (boar, squid and dragonfly types are the most common) and a variety of organ and body enhancements.  Bionics are not true living things independent of a host, and will need maintenance even when nourished.

 

Bio-influence is magic that allows biological forms to be understood and shaped.  It is a crucial type for doctors and healers to diagnose, but is more commonly used by builders and farmers.  The psyplastic plant has a very malleable form that can be influenced by magic energies to grow into different shapes and hardnesses.  Bio-influence allows communication between the caster and the growing structure.  Farmers use genetic fostering to aid in breeding and selection of traits in future generations.  More dramatic changes of biology/growth tend to be less permanent.

 

Space bend changes the density of the fabric of space, making distances distort or gravity change.  This type of magic is rather expensive to cast, but even a small amount can add synergistic effects to many other spells.

 

Body augmentation is the focusing of internal energies to give abilities greater than normal. In game terms these act like potions or buffs, making characters more powerful (or weaker) for the duration.

 

Perception magics include clairvoyance and sensory abilities beyond the physical limits.  Clairvoyance is not the same as divination, the former giving real time perception of something happening remotely and the latter giving information at a broader level or without limits to the present.  Extra sensory perception being

 

Illusions can be applied to all senses, even touch and smell.  At first distractions, later so real you think you feel what it does to you.  Actors are very talented illusionists, and many theatres are realized in this way.

 

Alchemy is the combination of essences that have magical chemistry.

 

Astronomics includes divination and understanding the effects of the stars and spiritual world upon the tides of ambient magical energy.  Knowledge of these cycles can allow prediction of disasters, or augment the ability to use available energy for what it is more favourable at the time.  e.g. seasons for planting, moments for throwing lightning bolts.  The history of shashnimyn peoples is also recorded in the stars.  By the use of story telling linked to stars, they encode the cycles of power and their legends and myths of old.  There are a few constellation systems depending on the continent.

 

Psychic magic is that which affects the thinking and will of self or others.  Being impervious to pain, stasis meditation, accelerate thought, mind war/stun others, hear thoughts

 

Herbology is the use of plant components or essences (in both the oil and energetic sense) to facilitate magical spells.  Typically the spells amplify the internal nature of the plant.  Spells that heal, calm, poison, prickle, entwine, rot, grow, harden, and even the rare seed pod gun.

 

Hypnosis is implanting suggestions, changing attitudes, loosing inhibitions, with words, chants, movements.  The longer hypnotized the more control.

 

Runes are the use of magic in written form.  These can take the form of enchantments that are more permanent, circles drawn and enscribed with salt, or whatever.  Runes take longer to prepare, and need other components, but generally have longer effects.

 

Shamanic or Totemic magic is similar to herbology, but calls upon the powers of the animal to be leant to the caster.  This can include the voice to communicate or call to animals, to see as the animals see, to climb as they do, run, swim, breathe, taste, fight, track, etc.  The caster might also be able to transform parts or all of hirself.

 

Time bend changes the rate of flow of time.  Higher levels can alter more speed, or stop, and larger amounts of consciousness that it can affect.  Intro skills are slow other, speed self, glancing blow, etc.  So far all experiments in time travel have not been recovered.  This implies that the many worlds hypothesis prevents self contradiction.

 

Teleport is matter being moved in space instantaneously, as an electron flies.  At first, it’s really hard to do if others can perceive you.  Most beginners start with objects, and transport more mass, and distance with training, even before they can move consciousness, their own or others.

 

Miracles are appeals to the Gods.  These use the standard FUDGE rules.

 

Energy is the manipulation of electrical energy, usually through crystals, but sometimes with lightning

 

Necro uses the power of death and entropy.  Things wither and decay, the cycle of age is called into everything.  Undead creation are possible, but evil.  There is much good necro magic too.  Calling upon the ancestors is only possible through necro, and they can communicate with ghosts when others cannot.  Talking to the recently deceased, allowing painless willful death, degrading volatile compounds, blood magic, etc.

 

Combining Categories

           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

            Ritual magic is multi-casters contributing to a spell.  It increases time, but gets +1 or more to die results for each additional caster.. 

 

            Each spell ability will have a corresponding Spell Difficulty.  This represents the challenge it is to learn or acquire.  This may be due to rarity of tomes with the proper instructions, no living casters, an uncommon gift of a God, etc.

Average/Fair – x1

Moderate/Good – x2

 

Hard/Great – x3

Difficult/Superb – x4

etc…xN

            Mediocre difficulty spells are those considered common abilities, anyone with magic abilities can teach you them.  They still cost a point to activate, but are not restricted to character creation to activate.  They are considered Natural spells.

            Innate spells are those spells which have a Poor difficulty rating.  These are things your body evolved to do, like breathing.  You get them for free, congratulations!  Increasing the levels most of these abilities are body augmentation.

            Terrible spells to learn are literally that.  And annoying.

 

Recharging Magic

Normal way – Get some rest yo.  Roll for recovery after full night’s sleep or 6 hours meditation.  Each period gives minimum 1, best full.

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.

            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.

Spell Design

            Inevitably, players will want to achieve something with Magic that is not specifically outlined in the rules.  There are two ways of approaching this: combine existing spells for an effect, use lowest and add the higher as bonuses based upon ability cooperation rules.  Otherwise, invent a new spell and have them expend creation points to learn it.

            Spells come from different sources, and new spells have to come with time for development.  Instant spell learning could be unbalancing, but could be possibly allowed if the cost was double.

            Spell flaws – some spells might have specific requirements in order to be used.  The most classic example of this is a spell book.  A spell book is a magic tome that keeps records of how to cast spells.  It’s usually enchanted so that it’s tough to be destroyed, and helps spell casters by reducing the cost of their spell casting efforts when it is there.  It is a focus, a channel of magical energy that aids in concentration.  Typically it is used for Intellectual and Technical spells, but any can exist in a spell book.  It is possible for others to read a spell book that is not theres, but at  great penalty, since it is more than just the writing which contains the magical effects, it is the use of the book itself that channels magic, and the words merely represent a symbolism of how to achieve that state.

            So, any spell learned can be purchased with a flaw in order to reduce the price, but then that flaw applies any time that spell is used.

 

Copyright images

http://homarusrex.deviantart.com/art/Veggiemancer-103026288 - veggiemancer

http://zoestead.deviantart.com/art/Steampunk-Girl-111336250 - circle magic girl

 

Image CC

http://www.flickr.com/photos/indienate/4616182929/sizes/m/in/photostream/ - alchemy jars

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