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Magic System Rough Draft.

Should this be our system

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1Default Magic System Rough Draft. on Sun Apr 11, 2010 6:36 pm

Hello everyone, I'm The Hallowed Fate, and I hope to be the one to write up the magic system for the new persistant world. I realize this is a large task to take on, as magic is such an important subject, but I'm willing to take it on.

For now, there isn't enough material to write a full fledged guide, and the sample size is too small anyways. The purpose of this thread is to gather all the opinions and ideas in one place, for me to later organize into a complete guide. Afterwards, this guide will hopefully become official, and one of the most controversial subjects will be taken care of.

Basically, ideas will be submitted here, and judged by the rest of the playerbase. Those receiving more than a 60% acceptance rate (at the end of a set time.) will be added to the original post for me to put in the complete guide. I'll kick this off with a few ideas of my own or found around the forum and expanded upon.

1. --On a Magical Power Source.--
Rook wrote:I disagree with trying to be too original with the common power scource. A big problem with the last PW was that everything was supposed to be 'original' but in fact was the same damn thing with a wierd name that basically shouted to every person who hadn't read the huge argument over said names "Run! Run away! This is complicated!"

Just to contribute my own idea, how about energy that is released from all living things when they die and is collected by large crystals mounted atop spires within cities whose power pertains to this scource. the larger the crystal the larger the city or the more advanced the tech. Some places like the aforementioned Tiki islands wouldn't have any such crystals or only a very small one.

These crystals and their positions on spires/towers above cities would make them very influential to the world around them. They would be primary objectives during battles to take control of the city, kingdoms or countries that had excess crystals would have higher tech and could tamper witht he power balances of smaller factions by feeding them more crystals.
-Thanks to Rook.

And better yet, I have an idea for the 'energy that is released from all living things when they die'. See number two.

2. --On Auras, and Alchemy.--
Every living creature has a source of energy deep within them. This source, called a 'core' radiates power continuously, and during the few instances in which it manifests itself in visible light, it would appear as a layer of light over the skin, varying in color for each person. Most people go their entire lives without even realizing such a thing exists, but those people with powerful auras can do much more with it.

Those that dive headlong into this power, finding new ways to use it and become more powerful, are called Alchemysts. Alchemysts can control their auras with startling accuracy. They can reach out with them like using an extra extremity, able to condense them enough to make them solid. This is where the idea of telekinesis came from, alchemysts using their auras to move things. Alchemysts can manifest their auras, that is, make them visible or solid. They can even use it to practice magic, atleast the minor spells, much like Wizards use the Weave, which is nothing more than the Aura of the planet. (Wizards and Spells: Coming soon.)

Alchemy is a strange blend of Magic and Science. Alchemysts can use the power of Magic to accelerate growth or changing things back to their natural state. (Ex. Making limbs grow out of hardwood.) One of their most commonly used skills is transmuting, turning one thing into another. Any novice can turn water into sugars, But only the most accomplished can do the amazing feat of turning Lead into Gold.

Elaboration later, I have to go for a while.


Anyways, any new ideas should be numbered. (Starting at three, since I just used one and two.) The rules are subject to change, provided a majority wants the change. This is just the begginning, I expect something very different by the time we're finished.

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2Default Re: Magic System Rough Draft. on Sun Apr 11, 2010 8:01 pm

Keep one thing in mind whilst doing this magic system stuff, hun: The more space for elbow room, the better.

That's all I'm going to say (:


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3Default Re: Magic System Rough Draft. on Sun Apr 11, 2010 8:22 pm

But of course. I had planned on leaving it as open ended as possible; only setting up guidelines and rules. Magic is magic, it has to be open-ended.

Arg Bunnay! I didn't want a poll here! This is simply to submit ideas, not the actual system! Take it away before people get confused.

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4Default Re: Magic System Rough Draft. on Sun Apr 11, 2010 8:43 pm

I like the aura concept but we need to find some way to seperate it from the crystal idea if my suggestion is in the final product simply becuase if I understand what youa re saying then any Alchemyst could feed a crystal with his energy or possibly the energy of others. While this could be an intesting sacraficial angle for a plot line it could also work against the order of things since this form of energy seemingly has no limit.

One way to possibly seperate the two while keepingthem related would be that the crystals could only absorb the raw, unmanifested energy of living things that is released upon death(this goes with my earlier idea) but the crystals will not absorb the controlled and tampered with forms of energy an Alchemyst utilizes. It has been agreed upon (I think ) that our magic system will have it's limits in what people can do an how much of it they can so if we could get a bar placed at how powerful or how much of an aura can be drawed upon then I think this should work.

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5Default Re: Magic System Rough Draft. on Sun Apr 11, 2010 9:14 pm

But of course. The aura thing does have limits, in that it's not a bottomless pit of energy, and you can't do everything with it. Also, It should be made impossible for alchemysts to tamper with these crystals, they only absorb the auric energy of things that have died. The death of an alchemyst may charge a crystal a bit more, but that is all.

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6Default Re: Magic System Rough Draft. on Sun Apr 11, 2010 9:28 pm

Sure, as long as we don't have people vamping a medieval town up to a super tech city by force feeding the crystal then that part is all taken care of. All that is left is to come up with a few specific but simple guidlines for what Alchemysts can and can't do and how often they can do it.

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7Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 8:14 am

Hex

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I support the idea of having magic bieng a tangible source, almost like oil or like crystals. That way people will be able to buy magic, use it and if people say yes to money magic would definitaly only be used in moderation.
Also, I like alchemy, you hit the nail on the head there. You know i'd love to see people sew animals together and make new animals like a cockatrice and all that Smile, I also think that turning lead to gold has to be really hard. You need lots of chemicals and stuff, it takes a long time and other things which will stop people just continuislly doing it.

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8Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 11:06 am

Lets avoid buying magic. The crystal and oil ideas were for power scources not magic scources though I suppose they could be implimented I don't think people will enjoy having to buy their fireballs...I wouldn't.

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9Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 12:01 pm

Hex

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No I suppose it wouldn't but it would a pretty good system to stop godmods and numb the use of magic.

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10Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 2:04 pm

I didn't add the poll, hun, just saying xP It was there when I got here.


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11Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 3:48 pm

Fate, if I can talk to Aerinder and get a copy of the original PW1 or PW2 rules on magic, will you be willing to take a look at it and compare notes? In fact, would anyone here like a copy of the original documents posted in this forum?

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12Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 3:50 pm

Might be useful to compare and contrast our ideas with! (:


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13Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 3:51 pm

Hex

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That would be helpful actually.



PW3 magic rules, lets not make soemthing so complicated.
Spoiler:

MAGIC SUMMARY


Magic is a force of nature, present everywhere. A naturally talented human, any Sidhe, Bahtak, and in some respects the Beastmen, can draw in this power into their body and mind and shape it to form a spell. The more complex the spell the more concentration and power is required. If a mage draws in too much power into his mind, it can damage it, perhaps even destroy it. The casting of spells will also tire the user, as the channeling of magical energy is taxing on the body. Only the Mechanica cannot use magic themselves, because of the Enchanted Crystal, but can use magic imbued weaponry and items.

After much training, a person can learn to cast powerful magic with just their mind, using foci and such only when they want to increase the power of their magic.

However, not everyone has the ability, or will, to manipulate magic. Some even outright reject the use of it.


THE WIZARD AND THE SORCERER


All practitioners of the arcane arts are known as mages. Mages are divided into two major categories; wizards, and Sorcerers. Wizards are most common in Sidhe populaces but are notable in other populations as well. Wizards spend a great deal of time studying the natural laws the guide and control the use of magic. These are the only types of mages who can reach a master level of the arcane arts. Many Wizards have an almost obsessive approach to magic, but not all. Sorcerers are folks who have an innate tendency for certain uses of magic. They tend to be more restricted in spell variety, and spell efficiency. They typically improve by usage of spells rather than study, and describe their magic use as a gut feeling rather rational thought. It’s much more common for Sorcerers to have physical combat skills, as they cannot rely on magic as much as wizards can.


WAYS TO USE MAGIC


There are several ways in which more complex and powerful magic can be cast more safely. Using magic with just your mind, relies solely on the mages ability to shape and hold the spell in his mind. If something goes wrong, the repercussions on the mage’s mind can be severe. Using foci, verbal incantations or magical arrays adds protection for the mind of the mage and helps in drawing in and shaping the spell.

Magic is shaped with the mind; with or without a tool, and can do anything than person can wish it to do, unless it is widely out of their range, or inapplicable due to certain limitations of magic. The stronger the magic to be used, the more damaging it can be to the caster, especially one who is using pure mental prowess to manipulate the force of nature. This is not to say that a person requires some type of magical anomaly, or that they can't eventually learn to use stronger magic with their mind.


ITEMS USED TO EMPOWER MAGIC


FOCI


A focus, a magical item that is designed to contain and draw in part of the magical energy of a spell and shape it, so the mind of the mage doesn't need to handle it all. Thus the mage is safer from the negative effects of using magic and gains a help in drawing in magic. More complex spells would also be faster to cast using a focus designed for that spell, as less time is needed to shape the magic. Almost any inanimate object can be turned into a focus, creating a focus takes time and effort but the result is usually worth the effort.


VOCAL INCANTATIONS


The mage can use chants or incantations to help him concentrate on the magic. The mage can associate certain effects with the words, and so it helps the mind of the mage shape the magic. Shorter incantations are generally weaker than longer, more complex spoken spells. This lends to the fact, shorter chants are faster to send off, but weaker than longer chants.


MAGICAL ARRAYS


A symbol or series of symbols that is charged with magic to hold part of the spell. The array itself will not draw in magic like the foci, but it does a great deal to help shape the magic into the effect required. The symbols may be carved or etched into items, maybe even the focus that is used in the spell casting. Or they could be drawn on the ground or paper. Anything that can hold the shape of the symbols. The more complex and powerful the spell, the more extensive arrays of symbols would be needed.


MAGICAL ITEMS


Items can be charged with magic to create all kinds of effects. The item is modified with magic so it will draw in magic and shape it into the effect required. This could mean, given that someone can find an enchanter or a naturally magically imbued item, a person that is not a Mage could have a magic weapon, like a sword magicked to be covered in flames, whenever the runes are activated by certain words. This is not limited to weapons, it could very well be applied to a shield, or rather such things.

To divulge further into this, a Non Mage could get a staff charged to release five magic blasts, though the price may be hefty. Once the blasts are used the staff goes back to being a regular staff, until such time as the staff could be recharged.

Any magic can be cast without any foci/chants/arrays, but the risk for the mage is great when casting complex and powerful spells. A good mage could shoot a fireball in a straight line using only his mind, but if he wants to control the fireball in mid-flight or add more explosive force to it, he would need some help shaping the magic.


MAGICAL LIMITATIONS


While magic opens many possibilities with minimal tools there are also some serious restraints to it as well. Certain actions are nigh impossible to complete without godlike mastery of the art. Even ageless masters whom have attempted such things have died from the backlash of failed spells. The most common killer among foolhardy mages is attempting mind control. While masters of the arcane arts can subtly influence others, full blown mind control typically leads to insanity and complete destruction of the mind. Attempting to look into the future, past, or even distant locations is near impossible. Typically people do not die from attempts, but they do lose their sight, hearing, and other senses. While it is not known if teleportation is entirely possible, it is notable to consider that no one who has cast such a spell has ever been found. Those who have clearly fail the spell burn in an unfathomable hot flash of light, leaving only ashes.

Working magic directly on living things is difficult and the power that can be put to such spells is limited. Magic that works directly in the body of another living being is dampened by the mind in the body.

Any magic has a limit on range; most spells are line-of-sight only. Fluctuations in the ambient magical field causes a spell to dwindle the longer it has to travel.

LOCATIONS


Magic exists everywhere, though the dosage of magic varies. Some places have less magical potential than another place. Alternatively, places with significantly high amounts of magic, may have natural effects caused by the energy. This could be alternate colored floral, higher heat, etc., etc. Magic is highly concentrated in ley lines, streams of magical energy. Places where two ley lines cross have extremely high amounts of magic. Working with magical forces in such places is extremely risky, as it is almost impossible to reliably control the massive magical forces.


ADVANCED MAGICAL PROPERTIES


This section of the guide expands upon the basic section, but is not required reading. However we do encourage all players to be as educated as possible about the PW world.


THE LEARNING OF MAGIC


A mage, be it a wizard or a sorcerer, uses their mind to shape magic into the effect they desire. When a mage uses magic, their mind becomes more adapted to handling magic, slowly becoming more effective at it. When magic is used, it affects the mind, shaping it subtly towards the type of magic used. So a mage that keeps using magic to form fire would have his mind bent to the use of magic to form fire. It would become easier and easier to use fire in spells as more is used. But at the same time as the mind is already shaped by magic used for fire, it becomes harder to shape other types of spells in one’s mind. The aforementioned mage would need to force his mind through willpower to form a spell to heal a wound, or to control a body of water. The more used the mind is to forming something with magic, the harder it becomes to shape other things with it. Yet even a true master of fire would be able to form very simple spells to form other effects, as his mind is adapted enough to magic to be able to shape such spells.

So a mage has two choices: To either strive to become a master in one use of magic. Or to keep practice in a wide range of uses for magic, in which case the mage would never be able to become a true master of using magic, but be a competent mages of a lot of different uses for magic.


SPELL FAILURE


When casting a spell there is always a chance of failure and this chance of failure significantly increases or decreases alongside several factors. Those whom practice magic in a manner identical or similar to a sorcerer are at a much greater risk then say, a wizard. For wizards, overlook factors and lack of study brings the risk up greatly. For sorcerers the risk goes up with unfamiliarity, and poor emotional states. Should there little magic power in the area then the spell will almost always fail, although notably with less backlash than usual. Should a spell fail, then the backlash typically reflects the type of spell that the caster was trying to cast. For example should a mage attempt to throw a fireball and fail, then it will burn his hand. Attempting to cast spells beyond the user’s skill level drastically raises the likelihood of spell failure
Master Wizardry;

After years of study and practice some mages become the best in their field. This may take only a decade, but usually it takes several. They typically are proficient in using magic for many things, but have mastered the shaping of magic to a certain effect. They are capable of wielding magic more effectively, thus they use less magical energy and have spell failure less often. Unfortunately because a master mages spells are so powerful, their backlash is of incredible strength. It is common for lifetime practitioners to have scars from past mishaps.


NECROMANCY


Necromancy, the raising of the dead, is strictly used by wizards. The processes of casting even simple necromantic spells are beyond the skill of beginners, and sorcerers. This is because necromancy is a highly mechanical branch of the magical arts and a refined understanding of the arcane arts. For example the process of decay causes the effectiveness of undead minions to deteriorate. Because of decay, and stresses applied to the body from magic, a zombified creature simply falls apart after ten days. This time period can be extend by transfusing blood from other zombified creatures, but this is typically reserved for only the most powerful undead beasts. Should the mage who zombified the undead creature die, then the creature becomes a mindless killing machine. It will go on a rampage until it is killed, or its body falls apart with time.


LICHDOM


The pinnacle of necromancy is the art of skipping death and achieving biological immortality; to make oneself undead. It is one of the most difficult and dangerous magical procedures and many have perished while trying it.

In short, this is done by anchoring yourself, your 'soul', to the physical world, specifically an item in it. In almost all cases this is a book, as this particular piece of magic is so insanely complicated and requires so much runes that using any other phylactery would be highly inconvenient and impossible to carry around. After binding one's life force to the book, the aspiring Lich has to commit suicide. Their body dies, but their spirit remains in the mortal world. Using terrible, black magic, the spirit re-inhabits its now dead body and presto: a Lich is created. The re-inhabitation process is very lengthy (several months), so a significant amount of decay will have occurred, resulting in the Lich's zombie-like appearance. However, the Lich will not die due to aging, will never require sustenance nor oxygen (and thus they can "breathe" underwater) and becomes very hard to kill. The phylactery must be destroyed, or the Lich will never truly die and remain 'alive' in the book, posing a danger to anyone who touches it, as the Lich can invade the mind of anyone in physical contact with his phylactery. To this end, some Liches have created multiple phylacteries (which is even more dangerous than the 'normal' procedure), decreasing the chance of total annihilation. These Liches are known as Demiliches, and can be counted on one hand.

After successfully achieving Lichdom, the Lich will have to keep itself alive and moving by 'feeding' on its own magical power. As a result of that, a Lich cannot use the same amount of magic to perform spells as it could before achieving Lichdom, as a portion of it is constantly used as substitute sustenance. Laymen's terms: they become weaker.

To destroy a phylactery, all the runes in or on the object will have to removed: the easiest way to accomplish this is to simply burn the phylactery and reduce it to ashes. Because of this, Liches usually keep their phylactery with them at all times so they can protect it from harm; others hide them in a desolate, secret and hopefully inaccessible location.


CONTROLLING THE THOUGHTS OF OTHERS


Working magic inside the mind of another is impossible by magical means as the caster of the magic would have to know the mind of the target completely, he would have to know every little detail of the mind he is trying to affect in order to be able to shape it. At best a master mage may be capable to give very slight suggestions into the minds of others. No more than a passing feeling that is ignored most of the time. Yet projecting your thoughts to someone else is relatively simple, as long as the target and the caster are in the same area. The thoughts do not alter the mind of another, but simply give a message. To ensure the message is received correctly, the mage should know the target pretty well. If you try to contact a stranger on the street like this he would not receive the message correctly, if at all.


SEEING OR AFFECTING DISTANT PLACES


Is almost impossible because the magical field in the world is not constant, the spell would simply falter and diffuse in the magical fluctuations. Any truly long-range spells would suffer from this effect.


SEEING TO THE PAST OR FUTURE


The future is not set in stone, anything can happen at any time, and so the future cannot be looked into as it has not happened yet.
The past may be looked at, but only the recent past (a few days) of the place the spell is cast in. But the spell needed is extremely complicated and requires a lot of power, so it is beyond the reach of but the most skilled wizards.


TELEPORTATION


Teleportation suffers from the same diffusing effects of the magical field that hamper any long-range magic, but also suffers from other problems. The mage would need to keep the shape of not only the spell but also the structure of the object teleported in his mind, and such a feat would not be possible by a human mind. Also if the mage teleports himself, the magical energy would not be held by his body no more and would flow free, so the mage would never arrive in the destination. Even if teleportation is theoretically possible, only very small things could be sent over short distances, as the spell would diffuse over long distances. With also the great power requirements of such a spell, it is not simply practical, even if someone manages to do it


DIRECTLY AFFECTING LIVING BEINGS


The sentient mind present in a living being works as a dampening field against magic that has been shaped by a mind. So any harmful magic that anyone tries to work directly inside the mind or body of another being is greatly weakened. Any spells that hit the being from the outside are not hampered by the mind.

The dampening effect becomes stronger the more power is thrown at it. If someone tries to make another’s heart explode inside them, the spell would be completely nullified by the dampening effect. So the best way to affect another being is with a steady and weak stream of magic. Thanks to the range limitation of magic, such a stream would require close proximity to the target. Any negative effects attempted this way would be noticed long before any lasting harm comes to the target.

Because of the weak stream, magic that affects the body of another have slow effects. Healing magic is not an instantaneous way of healing something. All one can do is boost the healing process, making the natural healing faster and assisting in the healing of serious injuries that might otherwise lead to the death of the target.

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14Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 4:48 pm

Thanks so much, I actually asked Mahz for a copy of that, but now I've got one. The plan is to use the same template but with a different system; So I can address everything that the past PW creators did.

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15Default Re: Magic System Rough Draft. on Mon Apr 12, 2010 8:13 pm

Oh God I remember the PW3 magic rules. My eyes hurt after reading just some of that text. I would scroll down and see the other ten paragraphs I still needed to read and would groan out loud.

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