Magic Rational

Magic in the world of Tritheon is fourfold.

Wizards tap into the magic of air and sky. The world of Tritheon is bathed constantly in the magical emanations of the stars, and by means of words and language, wizards tap into that magic. Wizards cannot cast "silent" spells. Bards are related to wizards.

Sorcerors tap into the magic of fire. They hold a fire in their belly, a fire which they can tap for magical effects. They cannot create an effect in a place they cannot see. For them, line of sight is line of effect.

Psionicists tap into the global magical energy field of the planet, focused by rocks and crystals. It is an earth-based magic.

Alchemists tap into the transforming powers of water. They use the rules for monks, with some unusual prestige classes for advanced practitioners.
 

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I love all the flavors presented so far. I love hearing people's rational behind the rules of the game.

Designing and/or using rules is one thing but creating mythology or what not to back those rules up is quite another.

Oni
You magic system reminded my of CoC with the sanity aspect. Was this an inspiration to you?
 

Drawmack said:
I was just curious how, and if, you rationalize magic in your game world. I'm not talking rules, or magic level or anything - I'm talking stricktly flavor.




cool thread.



Sorcery/Spellsong/Spelldance and Bardic magic come from the glamor (short for glare and clamor) and natural force of magic from a paralel world. All of thie life on other world generates it. It is now present in all of Midrea (the main world) do to eleven meddling

Wizardry. Wizards mind travel to the overlayed dimension of the first creation. Once there thye imbed fragments of the source code of creation into their minds for later use. Wizard magic is sort of a combination of shamanic journeying and compuer hacking

Cleric/Paladin magic. Devout learned people swear to uphold the divine code and help the dieties help manking and are granted power in exchange

Druids/certain PRC's. Similar to clerics but they serve the original gods of Midrea

Psions/Monks: All souled beings have the ability to interact with reality through will. Psionic beings (monks included) have this ability in abundance and hone it
 

Re: Re: Magic Rational

Ace said:
Wizardry. Wizards mind travel to the overlayed dimension of the first creation. Once there thye imbed fragments of the source code of creation into their minds for later use. Wizard magic is sort of a combination of shamanic journeying and compuer hacking

All hail DnD meets the Matrix. I thought about doing a setting based on this priciple. Actually it would be a dual setting. Inside the matrix is handled by standard d20 rules and outside the matrix is handeled by d20 modern.
 

Magic

Magic is simply the transference of energies. Everyone knows that!

The Prime Material Plane is a very special place, standing as it does between the Positive and Negative Material Planes, at the confluence of the four Elemental Planes, whose vertices form the Paraelemental Planes, while the material of the Prime casts the Shadow. The Astral and Ethereal Planes also border on the Prime, connecting it to the Outer and Inner Planes. Thus, the Prime is the most magically active plane of all (with the possible exception of certain Outer Planes).

Surrounded and interpenetrated by the Positive and Negative Material Planes, certain persons are able, by various means, to draw positive or negative energy from these places. Usually, this is deadly, but the form can be controlled through various means, and will knowledge and skill, controlled, to some extent.

The first "Key to Power" is perception. This is a mental ability which must be highly trained in order to be useful. Most beings cannot see magic, but they can perceive it... The cold chill down your back, the hair standing up on the back of your neck, inexplicable goose-pimples, or the feeling of "being watched" are all forms of perception.

Some people can do this innately. These Sorcerers can learn to perceive, and then manipulate magic without the long trials others face.

For most others, it is a life-long learning process. While the micro-wormholes allowing power flow exist everywhere in the Prime, the ability to open them and regulate the flow of power is not so common. It is a complex mixture of mental imagery, willful manipulation constrained by degree of control, the "plucking of certain strings" of the warp and woof of the weave of the Universe (sound), and the manipulation of all of these.

In order to maintain concentration and control, certain items, with meaning to the caster are often required. These materia generally relate to the effect(s) desired, in some way, although others (power components) provide energy or a focus for the same. Likewise, certain motions are meaningful to the desired effect, such as the striking motion of flint and steel to certain fire spells.

These "mental mnemonics" focus the adept's mind, allowing them to more easily manipulate the generally unseen but perceived energies of magic. As one's control and perceptual ability improves, the size and flow-rate of energy-issuing micro-wormholes which may be manipulated increases, and greater effects may be achieved.

The problem with developing magic, however, is finding the correct forulae. While certain sounds have specific correspondances with specific effects, the relationships between them are not generally known. The same is true with materia. Likewise with motions. A Sorcerer may instinctively know that, in order to Sleep a foe, (s)he must cast sand at them while making cartain arcane sounds and passes, but the Wizard will have to construct these.

Again, this brings us back to perception and manipulations... While one Wizard can use sand, another can use rose petals, a third an eyelash coated in gum arabic, and yet another live crickets. All of these can work as materia for the Sleep spell, and many even work for the same arcane passes and vocalizations (although some require different ones, as the Night Hag's more powerful version). This is because each mage perceives Sleep a bit differently.

(Note, here, that it is unimportant how the target of the spell perceives anything, only how the mage casting the effect does. Once (s)he has properly manipulated the energies in order for the effect to appear, it is reality, and not perception!)

Thus, a working formula for casting a spell begins with the effect desired. Alchemical references are them checked to determine alchemical correspondances to the desired effects. Then, based upon his or her always-limited knowledge, the mage begins experimenting with words in the arcane language of magic, and various motions (often manipulating the materia) in such a fashion as seems to make sense to them. Through a process of trial and error, they attempt to inch closer to the desired effect.

Once (if ever) achieved, the "important" alchemical, verbal, and somatic "components" are recorder, along with other notes on their usage, what to "watch out for", and the necessary steps in the progression of casting the spell... This explains why learning spells from another's spellbook is such a task!

In 21rst century terms, while I may be slightly better at Computers, Math, and English, I am poor at Spanish and French, and downright lousy at Mechanics. If I were to write a step-by-step set of insturctions for setting the computer clock - for myself - and you came along and read them, they might say "Boot up, log onto NIST, CT, then shell to DOS and set the time". The steps of HOW to boot up, log on, starting the web browser, how to get to NIST, what it is (the National Institute of Standards and Technology), that CT refers to Central Time, how to "shell to DOS", what DOS is, and how to set the time have all been left out!... I know all these things, and don't need step by step instructions... Now consider the case of my trying to follow a mechanic's instructions for fixing a car, written in the same fashion... What's a valve cover? Where is it? Timing light? How do I hook this up? Huh?

The same is true for various mages trying to follow each other's notes. Just as two mathemeticians might approach a problem from different ends (with different theories and results), so it is with mages. Sorcerers will intuitively jumped to conclusions, while Wizards will have their own ideas, and refine them. Sorcerers can even attempt to use Wizards' ideas, but will have to rework them into a shape more in line with their view of the world... because Perception is the First Key to Power.

Now Bards just use music as the universal language. Other than that, there is little difference. Their spells are a bit more pleasing to the ear, but still magic.

The Divine casters get things handed to them by whatever it is that they worship. No long memorization, no struggles with perception, and generally no materia to aid those. They simply focus upon their deity, and all the work is done for them. Complex formulae are not needed. This has both its benefits and its weaknesses.

Spells are granted, not memorized. You ask for what you want, and if the deity wills, it is granted. You then focus your thoughts on them (through a symbol representing them), make a few arcane passes while speaking arcane phrases, and it is done. The downsides are when they're not willing, or unavailable.

Mages, on the other hand, are as limited without their books, when materia are unavailable, when bound, silenced, unable to see, ad nauseum...

Metamagicians, however, expecially those with Spell Mastery suffer none of these limitations!

Spell research can be likened to a Medieval person learning to operate an invisible car. You feel around it, and try to find the materia "keys". After a while of experimenting (since these are nothing like medieval keys), you figure out that there's one for the trunk (which does little) and another for the door. Eventually, you learn that sitting in the seat aids in finding the invisible ignition, and that inserting the "door key" into it and turning it produces some results. After much more experimentation, you find that the pedals on the floor do things only when the gear lever is moved into a certain position...

Now envision the mage, casting his "car" spell... He squates awkwardly, drawing a small metal "material component". He brings this around in front of him, muttering, and twists it, then it disappears. He then makes a grabbing-and-pulling motion with his hand, moving his feet, whereupon a "varooming" sound can be heard... He then begins speeding about the place, making arcane motions with hands and feet, "running" over things with some inexplicable, invisible force that others cannot perceive!

ACK! RUN!! IT'S MAGIC!!! :p

Eventually, he might even figure out that the trunk can carry treasue (at least as long as the spell's duration lasts)!
 

Drawmack said:
I love all the flavors presented so far. I love hearing people's rational behind the rules of the game.

Designing and/or using rules is one thing but creating mythology or what not to back those rules up is quite another.

Oni
You magic system reminded my of CoC with the sanity aspect. Was this an inspiration to you?


The CoC game is one I'm not really familiar with, however Lovecraft was an influence. The toll of studying arcane magic I had envisioned as being fairly diverse, anywhere from mental to physical aberrations. Wizards tend more toward mental ones, and sorcerers physical ones, though there isn't anything set in stone about this. I had wanted to create sets of aberrations that begin very mildly, but become more severe as arcane casters gain levels, nothing debilitating, but something to differentiate arcane and divine more (though in this case though its really just two different types of divine energy).
 

Oni said:
The CoC game is one I'm not really familiar with, however Lovecraft was an influence. The toll of studying arcane magic I had envisioned as being fairly diverse, anywhere from mental to physical aberrations. Wizards tend more toward mental ones, and sorcerers physical ones, though there isn't anything set in stone about this. I had wanted to create sets of aberrations that begin very mildly, but become more severe as arcane casters gain levels, nothing debilitating, but something to differentiate arcane and divine more (though in this case though its really just two different types of divine energy).

I would highly recommend you check out CoC d20. They have very nice rules for sanity in the game. Atempting to case magic costs sanity points, casting magic costs more sanity points and lost of sanity points costs, well, sanity.

It's a pretty simple modle yet it seems to work very well.
 

Neat topic...

I had a {rationale for magic in an old campaign... went something like this...

1) There were 2 planes of existence, the material and the metaphysic {usually called the World and the Overworld}.

2) Everything in existence existed in both place simultaneously. Thus everything had a corpoeral existence and, for all intents and purpses, a soul, even rocks, the air, heck the whole planet.

3) Changes to one plane were mirrored in the other. Smash a rock with a hammer and you shatter its essense. Disrupt its essense in the Overworld and the rock magically crumbles to dust.

4) All magic was manipulation of the the Overworld, through force of will aided by knowledge, ritual, etc.

5) While everthing and everyone had this dual nature, not everyone could be trained to use it.

6) A corrollary: Untrained people could work magic: the village woman with the 'evil eye'. Poltergeists which were the spontaneous manifiestation of someone's magical power. Ghosts in this world were simply psychic echoes of big-souled people which were imprinted onto an area.

7) The correspondance between the World and the Overworld wasn't one to one. In the Overworld there were places like the Sea of Dreams and the Pain Wastes, which corresponded to ideas, feelings, common conceptual frameworks, as well as a tangible {meta-tangible} Land of the Dead where sentient souls gathered before being subsumed back into the soul of the planet.

8) Just like there were maps to the physical world, there were maps to the Overworld.

9) There was no Heaven or Hell...

10) But conjuration and summoning existed. What one summoned were illusions, called imaginata, which had physical reality, ideas made flesh, which were vulnerable to dispelling. Think of a Star Trek hologram...
 

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