The
Magic System
"Magic is the greatest
and most divine philosophy of Nature. It is a knowledge most advanced in its wonderful works and most deep
in its understanding of the inner or occult nature of things. Thus its true practitioners applying it properly can
conjure wonderful and admirable effects. Such mages are profound and diligent explorers of Nature; and thus because
of their aptitude know how to anticipate an effect, that to the vulgar shall seem miraculous."
from "De Rei Magicae" by Illustrior Koraxei, Magister Maximus de Aquiloniae.
"Magic is the skill of causing change to occur by one's will."
the lecture titled "The Theory of Magic" by professor Curtling, the short-spoken, of the Invisible Institute of Magic.
1. Speculations
on Magic
How magic actually
works in the game world is largely left to speculation and the imagination
of the players. It may, in fact, vary from scenario to scenario.
It will often be inspired by the real world through the superstitious
beliefs of the past and the esoterical subculture of the present.
Additionally, I will present a rough physical model of the mechanics
of magic.
"The Magon
Theory", by Artemon of Methone:
All the macrophysical
effects of magic shall be explained by workings of a specific subatomic
particle called the magon. Unnoticeable to most beings, this particle
is present everywhere the universe, though the concentrations of
such may vary greatly with time and location, and be even close
to zero. This particle has the ability to change all the physical
properteries of any other particle it happens to interact with,
including other magons. It can change among other things mass, impulse,
electrical charge, space-time coordinates, and can even convert
magons into matter and vice versa. It is therefore nearly unlimited
in its possibilities. It their normal state the magons don't interact
with their surroundings or at least only on a level below perception.
For unknown reasons, certain obscure constellations of particles
(i.e. matter) and magons will spontaneously cause a local chain
reaction of magons with their surroundings causing phenomena that
would seem to break the normal laws of physics. Two general types
of such reactions can be identified, namely the symmetric and the
assymmetric reation. The symmteric reaction, after reaching its
apex, runs in reverse until it returns to the pre-reaction state
thereby undoing any changes it may have caused. The causal effects
of the intermediate state are not reversed though. The symmetric
reaction therefore does not alter the amount of magons in the universe,
hence the name. The assymmetric reaction on the other hand leaves
permanent changes behind. Assymmetric
reactions may increase or reduce the amount of magons locally but
they may always reduce some amount globally, thus presenting the danger in
the latter case of using up all the available magic in the world.
Most reactions will at least cause a local reduction in the concentration
of magons that will restore itself only slowly through diffusion.
Also, it is commonly recognized that intensity and scale of the
reactions are directly proportional to the current magon concentration
in the areas of concern. The complex laws behind the activation
of the reactions defy understanding, so that learning to cause such
by purpose, termed spellcasting, will always remain an art or a
craft at best.
2. Universal
Magic
Universal magic
is the system which describes how magic works in the game. It is
not a description of how magic supposedly works in the game world
which may be much more complex. Universal magic is therefore a "blackbox"
view of magic, i.e. only the conditions (input) necessary for spellcasting
and its effects (output). Magic skills and schools are instances
or subsets of universal magic in the sense that the full functional
scope is restricted in some way. Also, these give descriptions of
the game world doctrines of spellcasting method and learning. The
specific formulas, symbols and spells given by a doctrine are translated
into terms that fit the universal magic system, which then realizes
the changes in the game.To work a spell two sets of parameters are
necessary, the support and the effects parameters. The support parameters
describe the amount of effort the spellcasters put into the casting
of the spell. This covers almost anything which makes the casting
of the spell a more unusual event, e.g. spellcaster skill, valuable
items used up, etc. (see below). The effect parameters describe
the various aspects of the intended effects on the game world. These
parameters are used to calculate numerical values for the effect
and the support, which allow the formulation of the following law
of balance:
The effect
of a magic spell equals the effort put into it.
This ensures
that the more powerful or useful a spell is the harder it is to
cast. If a spellcaster's effort for a spell falls below the intended
effect, then either the effect will be reduced accordingly or will
ocur only with a certain probability. If his effort exceeds the
intended effect then it will be increased accordingly or otherwise
the excess effort will go to waste.
3. Schools
of Magic
Magic schools
are groups of magical character classes that resemble or even equal
each other in their choice of attributes that represent talent,
their method of learning and selection of magic symbols and formulas.
|
school
name:
|
character
classes:
|
| intuitionism |
bard, seer, sorceror |
| scholasticism |
alchemist,
astrologer, conjurer, illusionist, magesmith, scholastic mage |
| divination |
druid, necromancer, white mage, witch |
Note that there is also the skill of legerdemain
(trickster class) which is not a true magical craft though, as it does not tap into the magical
forces of the universe but rather uses trickery to deceive viewers
into believing that true magic is being used.
3.1 The Intuitionistic School
The attribute
that determines talent with these types of magic skills is often
supernaturalism. Additionally for some skills, characters that wish
to acquire one of these skills must possess the specific "gift".
This is determined at birth (or character creation) and is therefore
unacquireable during the normal course of play. When such a magic
skill is taken during setup, the character will automatically also
get the necessary 'gift'.
| The
gifts |
allows
skill (class) |
chance
of occurence |
| second
sight |
'clairvoyance'
(seer) |
rare
|
| golden
tune |
magical
effects through 'musicmaking' (bard) |
uncommon |
| hypnotic
voice |
'sorcery'
(sorceror) |
very
rare |
Formulas and
spells of these skills are acquired by self-inspiration (i.e. experimentation)
or by a teacher. The caster may also forget ones he does not care to know anymore.
A player may
let his character gain a new formula relatively easily (e.g. a night's
sleep) but must know the formula he wishes to gain himself (i.e.
player knowledge). This represents the fact that intuitionistic
spellcasters can gain new knowledge through inspiration alone (e.g.
through a dream, the hearing of fantastic tales, etc.) but must
be given a certain idea to work on. If taught by a fellow spellcaster,
though, the acquisition will be more reliable.
The total number of formulas being known is limited (see below),
but the limits are more generous than in other schools since the
formulas need not be remembered with such scrupulous detail (see
scholasticism).
Since there
is not a written systematization for these skills learning or casting
from paper is not allowed, although ideas for inspiration to be
read by other players may be written down.

3.2 The Scholastic School
The scholastic
school on the other hand is based on reasoning and systematic approaches
and methods akin to science. The primary attribute for these skills
is therefore intelligence. Spellcasters of such schooling commonly
convey knowledge by the written word, so that books and scrolls
are vital to learning and implementation. Therefore, such a character
must also have the literacy skill (when taken as part of
the setup such characters will automatically the literacy skill).
Such a spellcaster
may learn new spells or formulas through books and scrolls as easily
as being taught by another character. Also, he may even cast a spell
using formulas he has not fully mastered only by having them with
him in written form, whichs means he actively uses the book or scroll
during casting. In fact, to avoid disastrous results such spellcasters
never use formulas without books or scrolls unless they have them
perfectly memorized. Acheiving such perfect memorization of a spell
is difficult and takes a lot of work. Also, because with these skills
the details of spellcasting need be scrupulously adhered to, it
takes more effort. Finding new formulas through research is possible
but is very difficult and time consuming. Any formula may be forgotten
in order to allow room for new ones. Formulas that are present "only
in writing" on the other hand have the advantage of not using
up any memory capacity. A spellcaster may write down any of his
perfectly memorized spells without detriment.

3.3 The School of Divination
The magi of the
school of divination draw their power from their faith or ideology.
It is not for the cynical or unfaithful. Colleagues of a magic art
from this school aspire to a common goal and apply methods that reflect
this goal. There are for one the "black arts" of necromancy and
witchcraft. The most base and most vile practitioners of these are likewise
the most successful. Diametrically opposed to these are the white mages
and the druids (animism) who seek enlightenment and only those of a pure heart
or with a compassion for nature can succeed therein. Learning and research
is conducted mainly through inspiration and connecting to the greater spirits and masters
of these arts through meditation. Teaching is very traditional and
experimentation is frowned upon.
4. Spell Symbols
and Formulas
4.1 Spell Symbols
Spell symbols
are the 'components' of a complete spell formula, like the syllables
of a complete word, or the words of a complete sentence. These
spell symbols will always be usable on their own though too. For game purposes spell
symbols will be represented by a short word (e.g. 'zal', 'gog',
'nixfor'). Each magic skill has its own independent system of symbolization.
The use of
a spell symbol may also include the speaking of a word, making a
gesture, or using an ingredient. Only the latter is of immediate
importance to the player, since the appropriate ingredients then
also need to be in the possession of the spellcaster. Speaking a
word or making a gesture would only be of importance when intended
for invoking spells with a very short cast duration (i.e. combat
spells).
When used each
spell symbol has a certain function within a formula. These may
be spell range, cast duration, effect duration, effect type, etc.
A spell symbol may affect mainly one or many of these parameters and
could either always enforce the same parameters or a different one
depending on the school of the skill being used. Each magic school has its own system
how this works.
Characters
may know or have memorized only limited number of these symbols.
The maximum limit of perfectly memorized symbols for a certain magic
skill is two times skill level squared (= 2 * (skill level^2)); double this
amount for skills of the intuitionistic school.
If a character has multiple magic skills then he or she may know
multiple sets of spell symbols, each individually limited by the
appropriate skill level.
4.2 Spell Formulas
Spell formulas
are the complete spells consisting of a sequence or collection of
spell symbols. When casting a spell the player enters a sequence
of spell symbols. If the spell symbols contain multiple characters
then these need to be separated by dashes (i.e. 'zal-gog-nixfor').
Whenever a player hears of a new combination and his or her character
knows the component symbols, then the new 'combination' can be tried
out. A character need not explicitly know the 'combination', just
the knowledge of the component symbols is necessary.
There will
be certain 'standard' formulas made publicy known in the rules or
module descriptions. These represent the most widespread formulas
generally known or at least heard of by the inhabitants of the game
world. Note that this information is of no practical use to characters
who don't have the appropriate skill.
Also note that
there are no 'illegal' combinations of spell symbols. If the proper
spell target is used then all combinations of spell symbols
that belong to a certain magic skill will cause some effect.
The effect could be so minimal though that a player may not notice
it.
For players,
the goal of magical research actually is to figure out the most
effective symbol combinations.
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