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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"
+
== Day-to-day Life ==
|-
 
| 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 ===
 
  
 
Not to be underestimated is the simple ability to create light. A simple spell produces colored light in sufficient quantity to illuminate a small room, but not be blinding. The whiter the light, the more complex the spell and the more mana it takes. The difference isn't huge, but it's enough that the cheaper employers often get by on very yellow light, and colored lighting is generally used when there's any "atmospheric" reason to do so in a bar or the like.  
 
Not to be underestimated is the simple ability to create light. A simple spell produces colored light in sufficient quantity to illuminate a small room, but not be blinding. The whiter the light, the more complex the spell and the more mana it takes. The difference isn't huge, but it's enough that the cheaper employers often get by on very yellow light, and colored lighting is generally used when there's any "atmospheric" reason to do so in a bar or the like.  
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Long-distance communication has become radically eased by magic. There are several different methods of magical communication, but the two most common are direct "sendings" (telepathic communication directly between two minds) or image casting through linked mirrors. Sendings are useful because two individuals can directly contact each other without requiring that either know where the other is, nor interrupting anyone else. However, the individuals must either know each other reasonably well, or have something of each other, like blood or hair. Otherwise, given two linked mirrors (made together), it is possible to cast one's image and voice through one to the other. However, this elicits the possibility of being heard by bystanders, and is inconveniant if the intended recipient of the message is not around the opposite mirror.  
 
Long-distance communication has become radically eased by magic. There are several different methods of magical communication, but the two most common are direct "sendings" (telepathic communication directly between two minds) or image casting through linked mirrors. Sendings are useful because two individuals can directly contact each other without requiring that either know where the other is, nor interrupting anyone else. However, the individuals must either know each other reasonably well, or have something of each other, like blood or hair. Otherwise, given two linked mirrors (made together), it is possible to cast one's image and voice through one to the other. However, this elicits the possibility of being heard by bystanders, and is inconveniant if the intended recipient of the message is not around the opposite mirror.  
  
=== Medicine ===
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== Medicine ==
  
 
As has been previously noted, magic can not create tissue or blood, nor bring a person back to life. However, despite this, magic is very useful for healthcare! Magic can knit tissue back together, support life in the absense of the normal necessities thereof, prevent decay, and destroy disease.  
 
As has been previously noted, magic can not create tissue or blood, nor bring a person back to life. However, despite this, magic is very useful for healthcare! Magic can knit tissue back together, support life in the absense of the normal necessities thereof, prevent decay, and destroy disease.  
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Note that anti-agathic medical magic is very different from necromancy. Necromancers allow tissue to die, then prevent it from rotting and reanimate it. True anti-agathic magic prevents death in the first place. The techniques and spells used for each discipline are totally different.  
 
Note that anti-agathic medical magic is very different from necromancy. Necromancers allow tissue to die, then prevent it from rotting and reanimate it. True anti-agathic magic prevents death in the first place. The techniques and spells used for each discipline are totally different.  
  
=== Combat ===
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== Combat ==
  
 
Life being what it is, there've been many, many different approaches towards putting magic into the practice of war, murder, or the like. Combat uses of magic can be divided into two basic categories: defensive and offensive.  
 
Life being what it is, there've been many, many different approaches towards putting magic into the practice of war, murder, or the like. Combat uses of magic can be divided into two basic categories: defensive and offensive.  
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Weapon enhancement is the most common form of offensive magic – it is relatively easy to obtain a dagger or club that has fixed on it a spell able to enhance its effects. Since combat is a difficult situation for the precise speaking of complex spells, even relatively accomplished sorcerers often like to have their spells be largely pre-cast. Further, if you run out of mana, a sword can still hurt your enemy, even un-empowered. For ranged effects, those who can manage it generally like to use pure spellcasting, as enchanting arrows or bolts for a crossbow is overly expensive, and enchanting the bow or crossbow means that you waste mana if you miss. Spells are generally far more accurate than physical weapons at range.  
 
Weapon enhancement is the most common form of offensive magic – it is relatively easy to obtain a dagger or club that has fixed on it a spell able to enhance its effects. Since combat is a difficult situation for the precise speaking of complex spells, even relatively accomplished sorcerers often like to have their spells be largely pre-cast. Further, if you run out of mana, a sword can still hurt your enemy, even un-empowered. For ranged effects, those who can manage it generally like to use pure spellcasting, as enchanting arrows or bolts for a crossbow is overly expensive, and enchanting the bow or crossbow means that you waste mana if you miss. Spells are generally far more accurate than physical weapons at range.  
  
=== Divination ===
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== Divination ==
  
 
There is no reliable form of precognition or prescience in Magipunk. Prophecies are usually the provence of divine hermits or other stuff that's on the edge of myth, rather than the reasonably well-understood workings of commonplace magic. However, using magic for the purposes of spying is a long-respected tradition.  
 
There is no reliable form of precognition or prescience in Magipunk. Prophecies are usually the provence of divine hermits or other stuff that's on the edge of myth, rather than the reasonably well-understood workings of commonplace magic. However, using magic for the purposes of spying is a long-respected tradition.  
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There are relatively simple wards that can be used on either a location or a person to prevent scrying, and, at the present state of the art, at least, the wards are essentially impregnable – that is, no spellcaster, no matter how sophisticated, has much of a chance of working through such a ward. The problem with the wards is that few people can afford to constantly ward themselves against scrying. The wealthy, and institutions like Alliances, Church-Mills, or the government, will often have a few small rooms which are continuously warded, but only the most paranoid individuals will habitually ward themselves. However, the option exists for times when clandestine activities are planned.  
 
There are relatively simple wards that can be used on either a location or a person to prevent scrying, and, at the present state of the art, at least, the wards are essentially impregnable – that is, no spellcaster, no matter how sophisticated, has much of a chance of working through such a ward. The problem with the wards is that few people can afford to constantly ward themselves against scrying. The wealthy, and institutions like Alliances, Church-Mills, or the government, will often have a few small rooms which are continuously warded, but only the most paranoid individuals will habitually ward themselves. However, the option exists for times when clandestine activities are planned.  
  
=== Meta-Magic ===
+
== Meta-Magic ==
  
 
Magic which affects other magical constructs is mostly the domain of theoreticians and academics. However, there are a few such spells that have practical use.  
 
Magic which affects other magical constructs is mostly the domain of theoreticians and academics. However, there are a few such spells that have practical use.  
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Finally, most people with any amount of magical training learn to harmlessly discharge a power token of any amount of power. For the most part, this is simply a building step towards the casting of real spells, but saboteurs and the like have been known to waste their enemy's money or cripple their abilities by draining their power tokens of all mana. At present, there is no known method to discharge a power token from a distance – you must be in possession of it to drain it.  
 
Finally, most people with any amount of magical training learn to harmlessly discharge a power token of any amount of power. For the most part, this is simply a building step towards the casting of real spells, but saboteurs and the like have been known to waste their enemy's money or cripple their abilities by draining their power tokens of all mana. At present, there is no known method to discharge a power token from a distance – you must be in possession of it to drain it.  
  
=== Necromancy ===
+
== Necromancy ==
  
 
A forbidden and outlawed art, Necromancy none-the-less flourishes in Atathorn. The first and perhaps most pernicious art of Necromancy is the ability to sacrifice another person for power, which can fill a power token (and is indistinguishable from a "normal" token) or be immediately used to power some other spell. This is, in fact, a variation on the legal arts used to create power from blood, but it is far more efficient.  
 
A forbidden and outlawed art, Necromancy none-the-less flourishes in Atathorn. The first and perhaps most pernicious art of Necromancy is the ability to sacrifice another person for power, which can fill a power token (and is indistinguishable from a "normal" token) or be immediately used to power some other spell. This is, in fact, a variation on the legal arts used to create power from blood, but it is far more efficient.  

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