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Your Magic Is Killing Us
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<blockquote data-quote="DMH" data-source="post: 5743646" data-attributes="member: 24945"><p><a href="http://alternityrpg.net/onlineforums/index.php?showtopic=3085" target="_blank">http://alternityrpg.net/onlineforums/index.php?showtopic=3085</a></p><p></p><p>118 posts on the subject.</p><p></p><p>My personal favorite is the 3/10/08 post:</p><p></p><p>Fire magic = global heating is so obvious, I will leave it at that.</p><p></p><p>Earthquake spells actually release so much energy from the plate boundries, the core is cooling faster than otherwise. The underdark is getting chilly at the bottom and that is driving the undersea and deep underdark creatures out.</p><p></p><p>Darkness spells, when used on land or over/in water where sunlight reaches, has an impact on plant growth. Unless used a lot, the impact will be minimal, but in the rare cases it isn't, oxygen levels take a slight deep and people on mountains suffocate and people on hills feel like they live on mountains. Animal populations will also take a dip, but unless they or their prey consumes a specific species of plant, this should be minimal over a small region (say .1% worldwide).</p><p></p><p>Light spells do the opposite as well as support plants in places they can't on Earth- under ground and the deep ocean. Enough usage in urban areas willl either increase or decrease the murder rate ("Blasted mages with their glow sticks!" vs the watch being able to see more than 10 meters on a cloudless night).</p><p></p><p>Mix plant growth with light and the oxygen level goes up, potentially a lot. Fires burn hotter and rust happens faster. Mountains are colonized easier.</p><p></p><p>Mass teleportation may affect weather patterns (if air moves with the people), will affect disease spread and possibly spread of weeds and fungi (seeds and spores on people teleporting about).</p><p></p><p>And weather control, oh boy. Places with weather control cause all kinds of problems to places without, so much so that the magic might be overwhelmed occasionally and quite violently.</p><p></p><p>Water creation (rather than summoning) slowly raises the level of the oceans. Spells meant to create a lot at once (high ranks could mean several tons) cause erosion. Flooding the dungeon may have some nasty consequences elsewhere as the water bursts walls and drags bodies to rivers.</p><p></p><p>Lightning magic, over time, causes an increase in natural lightning. Metal tools and armor become unpopular.</p><p></p><p>Iron walls to turn into scrap may seem cool, but what about 10,000 years worth of scrap? Ever see the movie Soldier with that planet that is a junkyard?</p><p></p><p>Stone walls at least can be changed into soil via rock to mud. Buty keep adding it and with the underdark being there, sinkholes become more common.</p><p></p><p>Web spells don't seem so bad, but what if the webbing sticks around? Everything slowly becomes tacky and, in low lying areas, plants start to get smothered. Burning it is cool, until all the black smoke attracts the wrong attention or causes acid rain.</p><p></p><p>Good and evil energy has to have some kind of effect, though I am not sure what.</p><p></p><p>Sonic based spells slowly damage stone buildings even if they are not in the area of effect. People and animals are deafened from exposure and death comes earlier due to existing dangers.</p><p></p><p>Summoning creatures attracts their attention to the caster's world.</p></blockquote><p></p>
[QUOTE="DMH, post: 5743646, member: 24945"] [url]http://alternityrpg.net/onlineforums/index.php?showtopic=3085[/url] 118 posts on the subject. My personal favorite is the 3/10/08 post: Fire magic = global heating is so obvious, I will leave it at that. Earthquake spells actually release so much energy from the plate boundries, the core is cooling faster than otherwise. The underdark is getting chilly at the bottom and that is driving the undersea and deep underdark creatures out. Darkness spells, when used on land or over/in water where sunlight reaches, has an impact on plant growth. Unless used a lot, the impact will be minimal, but in the rare cases it isn't, oxygen levels take a slight deep and people on mountains suffocate and people on hills feel like they live on mountains. Animal populations will also take a dip, but unless they or their prey consumes a specific species of plant, this should be minimal over a small region (say .1% worldwide). Light spells do the opposite as well as support plants in places they can't on Earth- under ground and the deep ocean. Enough usage in urban areas willl either increase or decrease the murder rate ("Blasted mages with their glow sticks!" vs the watch being able to see more than 10 meters on a cloudless night). Mix plant growth with light and the oxygen level goes up, potentially a lot. Fires burn hotter and rust happens faster. Mountains are colonized easier. Mass teleportation may affect weather patterns (if air moves with the people), will affect disease spread and possibly spread of weeds and fungi (seeds and spores on people teleporting about). And weather control, oh boy. Places with weather control cause all kinds of problems to places without, so much so that the magic might be overwhelmed occasionally and quite violently. Water creation (rather than summoning) slowly raises the level of the oceans. Spells meant to create a lot at once (high ranks could mean several tons) cause erosion. Flooding the dungeon may have some nasty consequences elsewhere as the water bursts walls and drags bodies to rivers. Lightning magic, over time, causes an increase in natural lightning. Metal tools and armor become unpopular. Iron walls to turn into scrap may seem cool, but what about 10,000 years worth of scrap? Ever see the movie Soldier with that planet that is a junkyard? Stone walls at least can be changed into soil via rock to mud. Buty keep adding it and with the underdark being there, sinkholes become more common. Web spells don't seem so bad, but what if the webbing sticks around? Everything slowly becomes tacky and, in low lying areas, plants start to get smothered. Burning it is cool, until all the black smoke attracts the wrong attention or causes acid rain. Good and evil energy has to have some kind of effect, though I am not sure what. Sonic based spells slowly damage stone buildings even if they are not in the area of effect. People and animals are deafened from exposure and death comes earlier due to existing dangers. Summoning creatures attracts their attention to the caster's world. [/QUOTE]
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