guide:magic

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guide:magic [2016/12/01 23:32] – [Faith] eistheidguide:magic [2017/04/23 00:13] (current) eistheid
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   * Requires an investment of time both to perform and improve.   * Requires an investment of time both to perform and improve.
   * Requires practice and adherence to a set of rules, often unique to the practitioner's culture, however, universal for their 'style' of application.   * Requires practice and adherence to a set of rules, often unique to the practitioner's culture, however, universal for their 'style' of application.
-  * Only individuals of a biological species are capable of interacting with magical forces. Robots and synthetic species are incapable of producing magical effects. +  * Only individuals of a biological species with an evolutionary line stretching back to single celled organisms are capable of interacting with magical forces. Robots and synthetic species are incapable of producing magical effects. 
-    * During initial cell division, a connection is established between the organism and magic, connection which improves as the organism develops to maturity, the repeated biological process tying the force more closely to the organism and forming the basis of what is observed, and referred to as the 'analog soul.' +    * After conception, during initial cell division of the zygote((or nucleus in asexual species)), a connection is established between the organism and magic, this connection improves as the organism develops to maturity, the repeated cellular biological process tying the force more closely to the organism and forming the basis of what is observed, and referred to as the [[guide:magic:soul|'analog soul.']] 
-    * The development of the organism creates a template within their structure attuned to their specific 'soul' in the event that an individual is cloned, a duplicate of this 'soul' is imprinted upon the clone allowing the clone to interact with magical forces in a loosely 1:1 manner when compared to the original. Effectively functioning as a 'signature' for the individual?+    * The development of the organism creates a template within their structure attuned to their specific [[guide:magic:soul|'soul']] in the event that an individual is cloned((only via 'slow' [[guide:cloning|cloning]] processes)), a duplicate of this 'soul' is imprinted upon the clone allowing the clone to interact with magical forces in a loosely 1:1 manner when compared to the original. Effectively functioning as a 'signature' for the individual. This process however typically fails to restore the development of a magic user's capabilities fully and requires a period of re-training to restore what has been lost. 
 +    * Alternatively some magical practices allow the creation of what is commonly known as a "phylactery" which allows for an individual to bind their 'soul' to a magical item preventing its loss upon death. Through this, an individual may safeguard their soul upon death for either religious purposes, or to allow for a restoration of their soul to a corporeal form provided adequate steps have been taken prior to death.
   * Some schools of magical practice are capable of imbuing objects, or creating objects with magical properties. Though this is universally an activity that requires a large investment of time and resources.   * Some schools of magical practice are capable of imbuing objects, or creating objects with magical properties. Though this is universally an activity that requires a large investment of time and resources.
  
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 ==== Examples ==== ==== Examples ====
  
-In the following, shall use the traditional ‘Hat Trick’ as a baseline for how different types of magic would be used to perform the trick, as an examination of magic mechanics, along with a scale of 1 to 10 rating guides on three points: effort/focus required, amount of ‘energy’ invested, and time to accomplish.+In the following, the example used shall be the traditional ‘Hat Trick’ as a baseline for how different types of magic would be used to perform the trick, as an examination of magic mechanics, along with a scale of 1 to 10 rating guides on three points: effort/focus required, amount of ‘energy’ invested, and time to accomplish.
  
  
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 ==== Over use ==== ==== Over use ====
  
-Over use of magic typically impacts a magic user by fraying and depleting the mage's soul, which in minor cases can cause unease or malaise, while extreme cases can cause a magic user's soul to dissipate killing the mage even if their body is otherwise physically healthy.+Over use of magic typically impacts a magic user by fraying and depleting the mage's soul, which in minor cases can cause unease or malaise. Extreme cases can cause a magic user's soul to dissipatekilling the mage even if their body is otherwise physically healthy.
  
-===== Natural Magic ===== +===== Loci Magic =====
-Do magical effects occur in certain physical locations? If yes, what kind?+
  
-Occurrence of materials that do not follow natural physical laws? Alternative life forms that rely on magical interactions to exist? Stuff?+A magical loci is an area of space that is infused with an abundance of magical energy by simple virtue of existing. These naturally occurring magically infused areas in stellar, and by extension, geographical locations are exceedingly rare. These 'nodes' of magical power when found are observed to bleed into the surrounding area imbuing any materials, life, and rarely even the local fabric of space with special properties which are often coveted by magic practitioners and merchants alike. 
 + 
 +These locations are noteworthy as typically areas of high magical concentration are owed to the life that has flourished and existed in an area slowly radiating and imbuing the surroundings with magic over time. The most common examples being ancient forest and jungles((though many other types exist)) whose dense biospheres contribute to a cascading increase of magical density eventually warping and changing the local flora and fauna. 
 + 
 +While the effects of such magical locations on materials and life can be replicated with effort, natural instances often possess unexpected compositions and natures providing effects in ways, or combinations that are atypical to the vast majority of spellcasters and as such are coveted as points of inspiration as much as sources of physical materials.
  
 ===== Faith ===== ===== Faith =====
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 Magic's a complicated thing. In this universe, it exists as an entity entirely separate from [[guide:psionics|Psionics]]. It's incredibly versatile, but there are some basics to adhere to when writing magic. Magic's a complicated thing. In this universe, it exists as an entity entirely separate from [[guide:psionics|Psionics]]. It's incredibly versatile, but there are some basics to adhere to when writing magic.
  
-  - Magic requires an analog soul - so machine intelligences and synthetic beings can't access it, having digital souls. Digital or Quantum-state souls lack the ability to sync to a magic waveform. There are "gaps", which lead to any attempt fizzling out (Think of the difference between digital and analog recorded audio). Clones and gene-bred, depending on the method of cloningmight be able to...+  - Magic requires an analog soul - so machine intelligences and synthetic beings can't access it, having digital souls. Digital or Quantum-state souls lack the ability to sync to a magic waveform. There are "gaps", which lead to any attempt fizzling out (Think of the difference between digital and analog recorded audio).  
 +  - Clones and gene-bred individuals, depending on the method of cloning and development might be able to use magic relying upon whether or not they were grown in a manner that parallels natural conception and development.
   - There is no such thing as time-travel magic. Slowing down and speeding up things may be possible with enough training, but no jumping back or forwards in time. Stasis does not count as time travel.   - There is no such thing as time-travel magic. Slowing down and speeding up things may be possible with enough training, but no jumping back or forwards in time. Stasis does not count as time travel.
-  - The stronger a caster's belief in magic, the more adept at they are at casting more powerful thing. If this were an RPG, it would be akin to having a higher INT/WIS, giving you access to more powerful abilities. +  - The stronger a caster's belief in magic, the more adept at they are at casting more powerful things. If this were an RPG, it would be akin to having a higher INT/WIS, giving you access to more powerful abilities. 
   - Unfortunately, this also means that more adept casters are more susceptible to other people's magics. Like an incremental floodgate, water can flow both ways.   - Unfortunately, this also means that more adept casters are more susceptible to other people's magics. Like an incremental floodgate, water can flow both ways.
   - Every mage has a tell. Casting happens in their own way, but they must indicate it. It could be a word, it could be a gesture.   - Every mage has a tell. Casting happens in their own way, but they must indicate it. It could be a word, it could be a gesture.
-  - Each caster has their own flair when it comes to spells. One caster's spells may have flamelike flares coming off of their castings, another's may ring like bells when spelled. Or it might let off a scent of cinnamon. Essentially, no two casters need to look the same when casting the same spell.+  - Each caster has their own flair when it comes to spells. One caster's spells may have flame-like flares coming off of their castings, another's may ring like bells when spelled. Or it might let off a scent of cinnamon. Essentially, no two casters need to look the same when casting the same spell. 
 + 
 +==== Etiquette ==== 
 + 
 +One of the most important aspects when it comes to writing magic is getting your GM's OK. Any magical abilities, spells, effects, rituals, etc. need to be cleared with you GM prior to use in character. To this end any specialized spells, abilities, or items must be written up, attached to your character's page, and indicated clearly to your GM before they may be implemented. 
 + 
 +Further, the preparation, activation, and application of all magic must be explicitly written in your posts. If your character prepares certain spells or items before a section of a story, they must all be included in your post even if they are passive or contingency effects. This is expressly to prevent the sudden appearance of magical effects or abilities without any explanation which only serves to frustrate GMs and other players. 
 + 
 +In the extremely unlikely event that there is a plausible reason for a magical ability, or action to be performed secretly for whatever reason and can't be addressed in the descriptive text of a post, the player must discuss the circumstances and application with their GM and come to an agreement before implementation IC. 
 + 
 +===== Additional Reading ===== 
 + 
 +  * Magic schools/styles - index of styles of magic within the setting. 
 +  * Magic spells 
 +  * Magic items 
 +    * Magic potions 
 +    * Magic scrolls 
 +    * General magic consumables 
 +    * Magic materials 
 +    * Magic armors 
 +    * Magic weapons 
 +    * ???
  
 ===== OOC Notes for additon? ===== ===== OOC Notes for additon? =====
  
-  * If it applies to clones too, I can see an underground slave trade involving cloning talented casters for their talents to groom a clone into a bodyguard, soldier, etc. 
   * I did also have an “aura” system in place for some of my characters. . . not like a “GAIN +5 TO ALL ALLIES” type of aura, but more of a sort of passive deal to a caster. One was a magic ward, reducing the effects of magics cast on them. Another was an analytic aura, able to scan magics around them and feed their caster information.   * I did also have an “aura” system in place for some of my characters. . . not like a “GAIN +5 TO ALL ALLIES” type of aura, but more of a sort of passive deal to a caster. One was a magic ward, reducing the effects of magics cast on them. Another was an analytic aura, able to scan magics around them and feed their caster information.
  
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  • Last modified: 2016/12/01 23:32
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