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Why does magic work the way it works?
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<blockquote data-quote="Steverooo" data-source="post: 2370304" data-attributes="member: 9410"><p>Okay, in game...</p><p></p><p></p><p></p><p>As simple as "just researching it"?!? Researching is complex! Power must be tapped from the Positive (or sometimes, Negative) Material Plane, focused through the Lens of Will, then shaped and manipulated via Verbal Components in the otherwise-unknown Language of Magic, Material Components whose Alchemical Resonances vibrate the same cosmic chords (at least harmonically), and Somatic movements which allow them to be wielded...</p><p></p><p>Creating a first-level spell is similar to building a working motor from a pile of disassociated components found in a hardware store (possible, and I have done it). Researching a 9th-level spell is similar to manufacturing a working automobile, from scratch, without plans (Ford did that, too). It is simply much easier to let someone ELSE build the toasters, blenders, and cars, and simply buy them! It is the same with spells.</p><p></p><p>As with medieval bridge-building, there are certain rules of thumb which can be followed, as they are known to work, but much of the theory on bridge-construction is so much rubbish (as are the bridges built using them, after their collapse). Magical theory works likewise.</p><p></p><p>Alchemists and Wizards know that certain materials have certain magical properties, just as they have mechanical, chemical, and other properties. Rubies ward off/kill spiders. Spells to kill spiders (or other Arachnids) are thus likely to make use of rubies, or ruby dust, etc., while spells to attract them are unlikely to.</p><p></p><p>Certain "Words of Power" in the Language of Magic are known, as well (see <u>A Wizard of Earthsea</u>), and finding the one (or ones) to achieve the desired effect is somewhat similar to writing complex metered poetry, except that, oft times, the word you are looking for is unknown (at least, to you). Fortunately, magic has existed for millenia, and you are not the first to have studied it... Just as books of the Alchemical properties of matter exist, so do "dictionaries of the Language of Magic". The ones written by Epic Clerics, Druids, Paladins, Rangers, Sorcerers, and Wizards are the most valued. Similar works of Somatic Components also exist. Finding these is subsumed in the "Laboratory costs".</p><p></p><p>So spell research begins with a library of books, materia, and laboratory gear. If one wishes to research <em>Arachnid Massacre</em>, a spell which slays all arachnids within 60', one would begin by researching <em>Repel Vermin</em>, various death spells, perhaps some warding spells, and looking for the word & gestures of power. A research of materia anathema to arachnids would no doubt turn up the properties of rubies, suggesting that they might make a good Material Component...</p><p></p><p>Next, the Wizard would seek to formulate the new spell, recording it in his spell book. This is where the "medieval bridge-building" comes into play... There are many different methods for recording the "spell formula", which work sometimes better than others (somewhat like the particle and wave theories of light). Each has strengths and weaknesses.</p><p></p><p>Knowing what to use, when, is a matter of experience (and level). In no sense is it easy, unless researching a spell well below you!</p><p></p><p>Once the spell formula is recorded, it is memorized, the materia prepared, some arachnids secured, and the spell is cast... If it works, Great! A new spell is born! If not, however, then the results are analyzed, a reason for failure theorized, more research is done (perhaps greater power is needed; find a new, more powerful Verbal Component... Perhaps the scorpions are immune to the effects of ruby; back to double-check the Alchemical texts, and if so, find a new Material Component). Experimentation occurs until the caster is satisfied, or gives up, and moves on to other things (like dungeon-delvings).</p><p></p><p></p><p></p><p>There is no <em>Iceball</em> in general existance because Arcane Magic does material creation so poorly... <em>Ball Lightning</em> exists (c.f. Ring of Shooting Stars), but is not commonly known. The others are the same. Great Wizards teach their special spells only to their most loyal apprentices!</p><p></p><p></p><p></p><p>Cost-to-develop to Value ratio. Same reason there are few $200 toasters. A cheaper one will toast the bread just as well.</p><p></p><p></p><p></p><p>The Dark Side of the Force is better at destruction, attack, concealment & obfuscation. The Lighter Side is better at Utility, Sensing & Perception, and Buffing/Defending. Thus, the Universe has Balance, of a sort...</p><p></p><p></p><p></p><p>It is the way of things... Divine casters find it easier to buff, defend, protect, and heal, and harder to attack. Wizards find attack easier, but have a harder time with the rest.</p><p></p><p></p><p></p><p>There are no fiendish unikine.</p><p></p><p></p><p></p><p>"It's the Way of things!"</p></blockquote><p></p>
[QUOTE="Steverooo, post: 2370304, member: 9410"] Okay, in game... As simple as "just researching it"?!? Researching is complex! Power must be tapped from the Positive (or sometimes, Negative) Material Plane, focused through the Lens of Will, then shaped and manipulated via Verbal Components in the otherwise-unknown Language of Magic, Material Components whose Alchemical Resonances vibrate the same cosmic chords (at least harmonically), and Somatic movements which allow them to be wielded... Creating a first-level spell is similar to building a working motor from a pile of disassociated components found in a hardware store (possible, and I have done it). Researching a 9th-level spell is similar to manufacturing a working automobile, from scratch, without plans (Ford did that, too). It is simply much easier to let someone ELSE build the toasters, blenders, and cars, and simply buy them! It is the same with spells. As with medieval bridge-building, there are certain rules of thumb which can be followed, as they are known to work, but much of the theory on bridge-construction is so much rubbish (as are the bridges built using them, after their collapse). Magical theory works likewise. Alchemists and Wizards know that certain materials have certain magical properties, just as they have mechanical, chemical, and other properties. Rubies ward off/kill spiders. Spells to kill spiders (or other Arachnids) are thus likely to make use of rubies, or ruby dust, etc., while spells to attract them are unlikely to. Certain "Words of Power" in the Language of Magic are known, as well (see [U]A Wizard of Earthsea[/U]), and finding the one (or ones) to achieve the desired effect is somewhat similar to writing complex metered poetry, except that, oft times, the word you are looking for is unknown (at least, to you). Fortunately, magic has existed for millenia, and you are not the first to have studied it... Just as books of the Alchemical properties of matter exist, so do "dictionaries of the Language of Magic". The ones written by Epic Clerics, Druids, Paladins, Rangers, Sorcerers, and Wizards are the most valued. Similar works of Somatic Components also exist. Finding these is subsumed in the "Laboratory costs". So spell research begins with a library of books, materia, and laboratory gear. If one wishes to research [I]Arachnid Massacre[/I], a spell which slays all arachnids within 60', one would begin by researching [I]Repel Vermin[/I], various death spells, perhaps some warding spells, and looking for the word & gestures of power. A research of materia anathema to arachnids would no doubt turn up the properties of rubies, suggesting that they might make a good Material Component... Next, the Wizard would seek to formulate the new spell, recording it in his spell book. This is where the "medieval bridge-building" comes into play... There are many different methods for recording the "spell formula", which work sometimes better than others (somewhat like the particle and wave theories of light). Each has strengths and weaknesses. Knowing what to use, when, is a matter of experience (and level). In no sense is it easy, unless researching a spell well below you! Once the spell formula is recorded, it is memorized, the materia prepared, some arachnids secured, and the spell is cast... If it works, Great! A new spell is born! If not, however, then the results are analyzed, a reason for failure theorized, more research is done (perhaps greater power is needed; find a new, more powerful Verbal Component... Perhaps the scorpions are immune to the effects of ruby; back to double-check the Alchemical texts, and if so, find a new Material Component). Experimentation occurs until the caster is satisfied, or gives up, and moves on to other things (like dungeon-delvings). There is no [I]Iceball[/I] in general existance because Arcane Magic does material creation so poorly... [I]Ball Lightning[/I] exists (c.f. Ring of Shooting Stars), but is not commonly known. The others are the same. Great Wizards teach their special spells only to their most loyal apprentices! Cost-to-develop to Value ratio. Same reason there are few $200 toasters. A cheaper one will toast the bread just as well. The Dark Side of the Force is better at destruction, attack, concealment & obfuscation. The Lighter Side is better at Utility, Sensing & Perception, and Buffing/Defending. Thus, the Universe has Balance, of a sort... It is the way of things... Divine casters find it easier to buff, defend, protect, and heal, and harder to attack. Wizards find attack easier, but have a harder time with the rest. There are no fiendish unikine. "It's the Way of things!" [/QUOTE]
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