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{{Magipunk Template}}
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= Magic =
  
 
Central to Magipunk is, of course, the magic. The characters of magipunk are immersed in it daily, as much or more than we modern humans are immersed in technology. It is vitally important that the players of the game understand the basic concepts behind how magic works in the Magipunk cosmology, in order to be able to succesfully interact with the game world.  
 
Central to Magipunk is, of course, the magic. The characters of magipunk are immersed in it daily, as much or more than we modern humans are immersed in technology. It is vitally important that the players of the game understand the basic concepts behind how magic works in the Magipunk cosmology, in order to be able to succesfully interact with the game world.  
  
= Magical Power =
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== Magical Power ==
  
 
The common availability of magical power has wrought immense changes on the world. Where one hundred years ago, priests prayed to their gods for magical power, and secular sorcerors concentrated on their own life field, today a busy urbanite can simply deposit a few Royals in the donations box of one of the Prayer-Mills, and receive in return a ring filled with divine energy, precisely regulated by the overseers of the Mill.  
 
The common availability of magical power has wrought immense changes on the world. Where one hundred years ago, priests prayed to their gods for magical power, and secular sorcerors concentrated on their own life field, today a busy urbanite can simply deposit a few Royals in the donations box of one of the Prayer-Mills, and receive in return a ring filled with divine energy, precisely regulated by the overseers of the Mill.  
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Mana tokens from the church generally cost about the modern day equivalent of $2 per mana point (so a standard 20 point mana token costs the equivalent of $40, and a mondo 100 point mana token costs the equivalent of $200). Blood from the barbers usually costs more like $1 per mana point (though it fluctuates more, and getting the higher-efficiency vials causes the cost to creep up to more like $1.50 per mana point). In general, barbers do a 100% mark-up on the cost that they pay their donors. So if a pint of your blood generates two 10 point vials, the barbers will usually pay you roughly $10 for it.  
 
Mana tokens from the church generally cost about the modern day equivalent of $2 per mana point (so a standard 20 point mana token costs the equivalent of $40, and a mondo 100 point mana token costs the equivalent of $200). Blood from the barbers usually costs more like $1 per mana point (though it fluctuates more, and getting the higher-efficiency vials causes the cost to creep up to more like $1.50 per mana point). In general, barbers do a 100% mark-up on the cost that they pay their donors. So if a pint of your blood generates two 10 point vials, the barbers will usually pay you roughly $10 for it.  
  
= Spells =
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== Spells ==
  
 
Once you've got a source of power, casting a spell is a matter of speaking an arcane language in a very precise manner and making a few hand-gestures. That sounds trivial enough, and it is, for simple spells. But by the time you get to particularly powerful spells, it's actually a fairly complex operation, requiring excellent timing, the ability to speak very precisely, very quickly, and good manual dexterity. While almost everyone in the Magipunk setting can perform simple spells like creating enough light to read or walk by, many fewer could create a damaging bolt of sorcerous energy, scry a far-off place, or create a complex illusion.  
 
Once you've got a source of power, casting a spell is a matter of speaking an arcane language in a very precise manner and making a few hand-gestures. That sounds trivial enough, and it is, for simple spells. But by the time you get to particularly powerful spells, it's actually a fairly complex operation, requiring excellent timing, the ability to speak very precisely, very quickly, and good manual dexterity. While almost everyone in the Magipunk setting can perform simple spells like creating enough light to read or walk by, many fewer could create a damaging bolt of sorcerous energy, scry a far-off place, or create a complex illusion.  
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However, for those not particularly talented in the sorcerous arts, it is possible to broker someone else's skills. A very competent sorceror can create an item or design which contains a spell – just hook it up to a source of magical power, speak a very simple activation spell that anyone can learn, and create the fixed effect. These spell-storage items may be traditional wizards' props like wands or staves, or they might be more functional or atraditional items. Among the poorer and more paranoid, there has recently been a growing tendancy to tattoo spells directly on the body – this prevents losing an expensive spell-storage item to thieves, and ensures that you'll always have it handy when you need it.  
 
However, for those not particularly talented in the sorcerous arts, it is possible to broker someone else's skills. A very competent sorceror can create an item or design which contains a spell – just hook it up to a source of magical power, speak a very simple activation spell that anyone can learn, and create the fixed effect. These spell-storage items may be traditional wizards' props like wands or staves, or they might be more functional or atraditional items. Among the poorer and more paranoid, there has recently been a growing tendancy to tattoo spells directly on the body – this prevents losing an expensive spell-storage item to thieves, and ensures that you'll always have it handy when you need it.  
  
== Obsolesence ==
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The invention of new spells is a flourishing art in the Magipunk setting. The spells of today are far more elegant, compact, and efficient than spells of even a few years ago – the prevalence of spellcasters, competition, and openness of magic have driven a great deal of change in comparison to generations past, when sorcery was the provence of only a few dedicated but secretive individuals. This means that spell-storage items from more than a few years ago tend to be clunkier, larger, less mana-efficient, and otherwise inferior to today's products. This is one reason that not everyone is thrilled with the idea of indelibly tattooing themselves with spells that will one day become obsolete.
  
The invention of new spells is a flourishing art in the Magipunk setting. The spells of today are far more elegant, compact, and efficient than spells of even a few years ago – the prevalence of spellcasters, competition, and openness of magic have driven a great deal of change in comparison to generations past, when sorcery was the provence of only a few dedicated but secretive individuals. This means that spell-storage items from more than a few years ago tend to be clunkier, larger, less mana-efficient, and otherwise inferior to today's products. This is one reason that not everyone is thrilled with the idea of indelibly tattooing themselves with spells that will one day become obsolete.
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Despite the ever-increasing capabilities of magic, there are a few things that it doesn't seem to be able to do – or maybe it's just that it can't do them yet. The first and most important on this list is that there is no known way to truly raise the dead. Undead of various sorts may be created, but they are inevitably twisted shadows (at best) of the living individual. Secondly, no spell has ever created true organic material, even something as simple as wood. Because of this limitation, magical healing is somewhat limited in its abilities – a talented sorceror may knit flesh and bones back together, but not regenerate lost tissue or blood. If you lose enough blood, no sorceror will be able to save your life. A severed limb or the like may possibly be reattached, but if it is lost or spoiled, no new limb may be regenerated. There are various other limitations to magic, but those two have perhaps the most profound effect on general life in these modern days.  
  
Pseudo-game rules:  Obsolesence is measured in an abstract number-set, starting at 0 (meaning a spell which is not at all obsolete -- totally up-to-date/cutting edge), and trailing off down to 10 or more (meaning a spell which is incredibly backwards by modern standards).  Obsolesence has been accelerating in recent years, so while a spell that was up-to-date five years ago is somewhat obsolete today, one that was up-to-date ten years ago isn't that much worse.  A rough table of obsolesence values to time:
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So what can magic do?  
 
 
{| border="1"
 
|-
 
| Obsolesence
 
| Meaning
 
|-
 
| 0
 
| Cutting edge -- probably creatd no more than 6 months ago.
 
|-
 
| 1
 
| Modern -- still very nice, created probably 6-18 months ago.
 
|-
 
| 2
 
| No longer new -- created probably 18-30 months ago.
 
|-
 
| 3
 
| Getting somewhat old -- created probably 3-4 years ago.
 
|-
 
| 4
 
| Obsolete -- created probably 4-5 years ago.
 
|-
 
| 5
 
| Very obsolete -- created probably 5-7 years ago.
 
|-
 
| 6
 
| Almost unusable -- created probably 7-10 years ago.
 
|-
 
| 7
 
| Pathetic -- created probably 10-15 years ago.
 
|-
 
| 8
 
| Ancient -- created probably 15-20 years ago.
 
|-
 
| 9
 
| Generations behind -- created probably 20-30 years ago.
 
|-
 
| 10
 
| Of a different era -- created probably 30-40 years ago.
 
|}
 
 
 
In some rare cases, a spell may actually have negative obsolesence -- this represents a major breakthrough in spell construction that hasn't really "hit the streets" yet.
 
 
 
Obsolesence ratings are primarily used for spells that have been engraved onto items or tattooed onto people.  Any sorcerer in Atathorn who cares at all about his craft will stay up-to-date on the latest breakthroughs, and so any spell cast dynamically will usually be Obsolesence 0.  Sorcerers from less advanced areas (out in the country side, or from kingdoms less advanced than Branmir) may still be casting "behind the times," at Obsolence 1 or even 2 or 3, until they catch up with the state of the art.
 
 
 
Obsolesence affects both a spell's power and its ability to affect other magic.  In general, Obsolesence 0 spells cost "what they should."  Higher Obsolesence spells cost 10% more mana per point of Obsolesence than would a Obsolesence 0 spell (so if you have a tattoo that gives you some amount of personal armor, and it's Obsolesence 3, and that spell cast by a sorcerer today would cost 10 mana, activating your tattoo would cost 13 mana).  In addition, if two spells with different Obsolesence ratings come into direct opposition (like an attack spell against an armor spell, or a dispell targeting any kind of standing spell), the lower-obsolesence spell should get some kind of bonus (dependent on game system).
 
 
 
== Capabilities ==
 
 
 
Despite the ever-increasing capabilities of magic, there are a few things that it doesn't seem to be able to do – or maybe it's just that it can't do them yet. The first and most important on this list is that there is no known way to truly raise the dead. Undead of various sorts may be created, but they are inevitably twisted shadows (at best) of the living individual. Secondly, no spell has ever created true organic material, even something as simple as wood. Because of this limitation, magical healing is somewhat limited in its abilities – a talented sorceror may knit flesh and bones back together, but not regenerate lost tissue or blood. If you lose enough blood, no sorceror will be able to save your life. A severed limb or the like may possibly be reattached, but if it is lost or spoiled, no new limb may be regenerated. There are various other limitations to magic, but those two have perhaps the most profound effect on general life in these modern days. 
 
 
 
So what can magic do?
 
  
 
=== Day-to-day Life ===
 
=== Day-to-day Life ===

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