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The Archives => Campaign Elements and Design (Archived) => Topic started by: Xeviat on January 20, 2012, 01:00:08 AM

Title: Endless Horizons - Magic
Post by: Xeviat on January 20, 2012, 01:00:08 AM
In "Endless Horizons", magic is intrinsically tied to the five elements: Air, Earth, Fire, Water, and Æther. Magic is a natural part of the world, even the mundane world of Terran (not to mention the magical world of Avalon). The energy of magic, called mana, comes from the spirits of the world.

Spirits reside within every object and creature. Most spirits are weak, and most could hardly be called sentient by humanoid standards. Drawing mana from spirits does not normally harm these spirits in any way, as the casting of a spell does not use up its energy, it only transfers and changes the energy. Excessive drain upon spirits could cause them harm, but most spell-casters are not capable of drawing so much energy at once.

Magic comes in two forms: Spells and Rituals. Spells are quick to cast, and most spell-casters have only mastered a select few. Mana is required to cast a spell, depleting a spell-caster's resources. Rituals are slow to cast, requiring both time and special materials. The mana for a ritual comes from the materials, not the caster, and thus non-spell-casters are capable of casting rituals. Casting a ritual is a simple matter of following the instructions and utilizing the proper materials; the knowledge and ability of the caster influences the strength and effectiveness of a ritual.

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Here is where I need your help. I spent some time flirting with other systems, but after much thought, I have decided to stick with D&D. It's a system I know and love, my players are familiar with it, and it speaks to so much of my setting since it has always been a D&D setting. This doesn't mean I'm unwilling to make alterations; I am the self-proclaimed Captain of Crunch after all.

Moving forward, I need to decide on how I'm going to parse the spell-casting classes. I am leaning towards two approaches: Traditional and Elemental.

Traditional
This approach utilizes the existing classes/power sources, but it re-themes them:

Elemental
In the Elemental system, there will be 4 primary caster classes, one for Air, Earth, Fire, and Water each. Air casters can't use Earth magic, Fire casters can't use Water magic, and vice versa. This has a strength of making magic feel immediately different, but it would have repercussions. I would need to reconsider the Bard, Paladin, Ranger, and Monk classes as I've previously conceived them. I would need to wholly build these classes spell lists/power lists (as the system dictates), though I have previous work to help me in this. The differences between casters present in the above system would be subsumed by either backgrounds, themes, or feats, used to further specialize/detail where a caster's mana comes from.

In writing this, I find myself more comfortable with the traditional approach, but I wanted to get some thoughts.

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A slightly separate issue, I need some advice on how magic would have effected the progression of the world. The range of magic will be the same as, or at least very similar, to what was present in 3rd Edition D&D, though with the thoughts on compartmentalizing magic and rituals like 4E. For instance, I don't want spell-casters casting "raise dead" every single day (and in that, and many other cases, would be more of a grand quest than a single ritual).

As I am writing a game setting, there are certain things that will be done out of game considerations. I will be using implements, like D&D4, in the setting materials. Disarming a Wizard of his wand should debilitate them the same as disarming a Fighter of his sword; he can still punch you, but it won't be the same. Thus, I think there could be a progression of magical "technology", much like the progression from bronze to iron to steel in weapons and armor. If a wizard of X level can do Y damage to 1 creature with a spell, I want a fighter of X level to do a similar amount of damage to 1 creature with a hammer. Then again, higher level wizards and fighters are going to be just as rare combined with the general rest of the world, so that might not be an issue.

Similarly, I think many spells and rituals, especially high level things, simply may not have existed early on. At the very least, having magicians put up a pyramid, for instance, should take effort on the order of building it by hand; faster, and the construction could break the laws of physics, but it would still take considerable effort. Technology develops, so I want magic to develop too.

What are the main issues that I should address when concerning how magic would have shaped the world? I can see magic effecting the courts, at least until societies get a bit more progressive and they consider that a spell-casting truthseeker could be biased. Shipping and other travel around the world would be altered if spell-casters could teleport things as well as people. I don't think the existence of walls, forts, and castles will really be affected by magic, as a good wall still keeps out a fireball; I think transmutation spells should target object HP in some fashion, ignoring damage reduction or whatever keeps stone from being harmed by other damage. Cannons slowly eroded the use of fortifications, but they also spurred the strengthening of fortifications.

I've been typing this thread for a few hours now, so I'll just sit it down and see what grows.
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 20, 2012, 03:57:05 PM
Quote from: XeviatMagic comes in two forms: Spells and Rituals.
What your magic system suggests to me is that there are two basic categories of magic in your world-- rituals that anyone can do, and invocations that require "spell casting" knowledge but are rather specialized and most casters don't know many of them. Since everyone can do rituals, it seems like they're best modeled as a sort of knowledge rather than anything inherent to the class.

So, here's a crazy idea. It seems to me that these specialized spells might be better modeled as feats. Since each caster only knows a few of them, it doesn't seem to throw off the system too much, and you can always give a few bonus feats to compensate if you want. Then, your "basic classes" look something like:
- Fighter - still the guy with the beatstick
- Rogue - still the one who sneaks around and does stuff
- Cleric/Monk - lots of religious knowledge, turns undead, healing etc.
- Arcanist - lots of secular arcane knowledge, builds magic items etc.

None of them, by default, have any magic. The cleric is just the religious guy, the arcanist is just the guy who knows a lot about the workings of magic and probably knows more rituals and such. However, essentially, everyone's a gish. Anyone can learn rituals or spells if they want to. The cleric or the arcanist might be a little better at it, but they all have their chance. Mechanically, this fixes the whole "casters are way better than fighters" problem 3.x suffers from.

Anyway, do with it what you want. I will probably be developing something like this in a completely different direction than you're taking it, assuming you even take it at all.

Quote from: XeviatIf a wizard of X level can do Y damage to 1 creature with a spell, I want a fighter of X level to do a similar amount of damage to 1 creature with a hammer.
This kind of leads to a certain "sameness" between the classes. It's one of the complaints I would have about 4e.
I like the idea of magic being a higher-risk, higher-reward, rarer kind of thing. But that's just me. :D



Title: Re: Endless Horizons - Magic
Post by: Humabout on January 21, 2012, 06:13:49 PM
Allow me to preface this response by informing you that I quit D&D when they released 4e, but I had extensive 3.x experience in designing custom classes.  I now reside very firmly in GURPSland.

I get the distinct feeling you need to further elaborate on how magic works before progressing.  So, to help, I'm going ot ask an annoying number of questions!

1) What are the fundamental sources of magical power (mana, commanding spirits, granted powers from deities/spirits, one's own soul, tremendous skill, etc.)?

2) How is magic worked?

3) Is magic a fundamentally slow process that some talented individuals can speed up, or is it a fundamentally quick process that unpracticed casters are too slow to perform on the spot?

4) What can magic do?

5) What can't it do?

6) What makes a magical working more difficult?

7) What makes a magical working take longer?

8) Are there ways to artificially speed up casting?

9) Are there ways to make casting easier?

10) What are the side effects of casting magic?

11) Do different power sources carry different risks?

12) Who can use magic?  Is it limited by bloodline, species, gender, etc.?

13) Can magic be made permanent in charms, amulets, glowign swords, tactical nuclear donkeys, etc.?

For what it's worth, I would personally make my own classes that reflect my concept of magic.  In the end, it will create a far more engrossing setting for players and generally leave the setting feeling more natural, in game.  That and making classes is a lot of fun!  But before you even tackle that, I'd sit down and write a few pages on what magic is, who uses it, how it works, and the nature of its limits.  That guideline will be invaluable in making your final decision and in shaping any new classes you do decide to make.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 21, 2012, 07:08:20 PM
Thanks for the posts; great questions. They're hard to answer because "like D&D" is where my mind has been for the longest time, as I did start out making a D&D setting and a setting for my novels at the same time. I'll try to answer the questions without referencing D&D too much. But again, I'm not worried about the mechanics just yet, I'm just trying to decide how I want to represent the casters through a class system.

1) What are the fundamental sources of magical power (mana, commanding spirits, granted powers from deities/spirits, one's own soul, tremendous skill, etc.)?

For most casters, magic is drawn from the spirits; only some produce the magic themselves, but this is just their bodies drawing in the power without their volition. All magic is associated with an element, and comes from spirits of those associated elements. On a basic level, magic involves commanding spirits to perform tasks, or manipulating a spirit (casting a charm on a person is manipulating their spirit), but since most spirits are not sentient this is superficially the same as not involving the spirits. Whether causing a fire spirit to grow in power and then erupt (not killing the spirit mind you, just spreading out their power till they can coalesce once more) isn't different than just making a fireball. The differences between casters comes from how they command this power.

2) How is magic worked?

Because energy cannot be created or destroyed, mana is required as a catalyst to get the energy of a spirit to change forms. When a caster absorbs mana (which could be a small ritual done after combat or at the beginning of the day, depending on how the system ends up operating), they are merely borrowing it from the ambient energy, and it is re-released when a spell is cast. Yes, this means magic violates the law of entropy. Some use prayers to coax the spirits, others prey upon spirits strange adherence to arcane custom, but it is largely about imposing your will over the energy to ensure that it does what you are telling it to do.

3) Is magic a fundamentally slow process that some talented individuals can speed up, or is it a fundamentally quick process that unpracticed casters are too slow to perform on the spot?

This is where things have to differ between spells and ritual. Rituals are inherently slow processes that require talent to perform properly. In theory, a very talented ritualist could speed up the process, just like a talented cook can speed up the process of preparing ingredients, but there is some time that is simply required. Casting a spell is typically a fast process that unpracticed casters are simply incapable of doing, even if they're showed how. A simple, non-magical, analogy would involve me an a 1 ton weight; I could be showed the process of lifting it, but I am simply incapable of doing so without outside help. Non-casters simply cannot even attempt to cast spells, but this is probably due to their inability to draw and hold mana.

4) What can magic do?

Almost anything given a powerful practitioner? Especially when it comes to rituals. I don't want it to be the end-all, be-all solution to every problem, though.

5) What can't it do?

Raise the dead; I want this type of plot to involve a grand quest. I suppose it could still be considered a ritual, but the ingredients required would involve a quest in and of itself.

6) What makes a magical working more difficult?

Not sure what's being asked. If someone's mana has been tasked, casting is going to be difficult, but this is largely inherent in the system being used. If I wasn't using a system, I'd describe casting spells as growing more and more taxing as someone drained their mana reserves; once empty, they'd be forced to draw mana before they could cast another spell (similar to taking a breather to regain some measure of physical stamina).

7) What makes a magical working take longer?

I've always liked the idea of higher level spells taking longer to cast (like L5R does it), with increases in difficulty to speed it up, but that is a system concern. In fiction, though, that's a structure I'd be fine with. Another non-magical analogy: a person may not be able to knock a wall down in one blow, but given unlimited time they should be able to damage, breach, or even destroy it.

8) Are there ways to artificially speed up casting?

Again, this is more a game mechanics question. Related to rituals, as above, skill could speed up the process to some degree.

9) Are there ways to make casting easier?

I suppose devices could make casting easier, or more likely more effective, just like a knife makes killing someone easier than using your fist.

10) What are the side effects of casting magic?

My setting requires magic to be more commonplace than settings where magic taxes more than energy. The only side effect of casting magic, narratively, would be exhaustion. I suppose there could be heinous rituals that anger the spirits you utilize, and then you may face their wrath later.

11) Do different power sources carry different risks?

Again, I don't believe there will be too much risk except to your own energy as far as spell-casting is concerned. Rituals, though, often call upon a caster to perform favors for the spirits being called upon; fire spirits like to be given flammable objects to burn, for instance. Powerful rituals may call for similarly high priced sacrifices, as powerful rituals call upon deities (powerful spirits, not omnipotent deities like in other settings).

12) Who can use magic?  Is it limited by bloodline, species, gender, etc.?

Anyone can use magic, similar to "anyone" can understand and apply theoretical physics. There's no inherent reason any one individual couldn't learn to use magic, other than a mental or physical deficiency of their own. Some species favor one element over another (especially the races created by the Elemental Gods). Some magic is more inborn than others ("psionics"), but even that can be learned in some cases ("psions" are more prone to developing a magical talent without study).

13) Can magic be made permanent in charms, amulets, glowign swords, tactical nuclear donkeys, etc.?

Yes. Both narratively and game-mechanically, though, I don't want people to be Christmas trees, decked out in all the latest magical gear. I can easily avoid this in a system like D&D, though, so I'm not worried about it too much. Binding magic to an item is a ritual involving either adding more power to the spirit of the item, or sometimes bonding another spirit to the item against its will. Many seemingly mundane acts of creation are in fact forging magical items in their own right; a skilled swordsmith, for instance, creates a magical weapon when they forge a weapon, as the time and care they give to the task awakens magic within the spirit of the weapon. So perhaps adventurers could be wearing a lot of magical gear, it's just not always sparkling and obvious.

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Part of me wants to just make my own classes to be more unique, but then I'd be losing out on the evocative images that the stereotypes of D&D give me access to, like Bards, Paladins, Rangers, and other "half-casters". I can easily re-envision these as multiclasses, but in traditional D&D I have always viewed these classes as more unique than a multiclass would allow.

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Sparkle, your idea has its merits, and in another time I would have immediately jumped upon it and ran with it. It's a very interesting idea. I'm worried it could encourage everyone to have a bit of magic and discourage people from going magic-less, and I'm not sure that's the feeling I want.

As for sameness of classes coming from round-by-round balance, I worry that hoping to achieve encounter balance without round balance is a difficult goal. If fights always lasted X rounds, it would be possible. Giving spellcasters, for instance, big encounter powers and weak at-wills could be potentially balanced against a non-caster having potent at-wills and only marginally better (or nonexistent) encounters. Having big bangs also encourages nova-ing, which has been the bane of my existence as a DM from the get-go.

There is a big advantage to finding a balance in such a system, though. It allows magic to feel far more special, which is definitely something I'd appreciate. After all, fiction where a spellcaster is dropping magic every six seconds for a solid minute are pretty few and far between, and I don't think I'd want to see that in my own books (unless you include minor magic on par with simple weapon attacks, such as wand strikes and such).

Though I'm not worried about the mechanics persay right now; I'll start worrying about them more when D&DNext is more understood.
Title: Re: Endless Horizons - Magic
Post by: Humabout on January 21, 2012, 08:35:07 PM
Okay . . . MORE QUESTIONS! (and some comments)

1)  Looks like you're already leaning toward needing new classes here.  Do people gain the ability to use magic from gods?  From spirits?  Or is it innate?

2)  Sounds pretty good.  Right now isn't the time to worry about mechanics or classes or anything, though.  Try to think as though you're explaining this stuff to a person in your novel.

3)  So how fast magic can be worked depends on some innate quality?  A person lacking this quality simply takes longer to gather the energy needed to work the magic, while a person gifted with the quality can perform the task faster?  Are there degrees to this, or is it black and white?  Can Bob be super-fast, Harry be medium-fast, and Karynn be relegated to racing turtles?

4)  Magic is only a skeleton key to problems if the circumstances allow its use.  If a ritual takes three hours and some rare herb only found in Tibet, it's not an option when you have 5 minutes in aisle 12 at the Walmart outside Keithsburg, IL.  So leaving it open ended isn't an issue, I don't think.

5)  Anything else?  I usually ban time travel, because the resulting plots give me headaches.  What about teleportation?  It removes all the fun adventures involved in getting to the quest and potentially circumvents entire dungeons.  To what extent can magic heal?  Can it restore lost limbs?  Can it make someone unkillable?  Can it destroy a person's soul?  Can it erase a person's spirit?

6)  Put another way, is it equally easy for a magician to magically levitate a piece of paper as it is to lift a castle into orbit...around Neptune?  Does a practitioner's skill level matter?  If it does matter, how does it matter?  Is it as easy to cause a soft wind as it is to create a functional quantum computer from thin air?

7)  So some spells take longer to cast than others.  Why?  Because it's harder to cast?  If so, what makes it harder?  Because it requires you to draw in more mana to cast it, and drawing in mana takes time?

8)  Not really a game mechanical question so much as a magic mechanical question.  Could incorporating various ingredients make a spell cast faster?  Could reciting a spell like you're reading the side effects for Zoloft cast it faster?  What if a bard plays his song at twice the normal tempo?

9)  What about the time of day, the alignment of the stars, using additional materials, including sacrifices, utilizing sympethetic correspondences like having the target's blood, nails, hair, clothing, etc. present when casting, or contageons like voodoo dolls?

10)  Makes sense enough.  Can you anger the spirits by just being annoying with your magic?  Frex, always making air elementals brush the dirt from your path so your feet stay clean at all times or having water elementals ensure that your hair always has that ever-so-attractive wet, slicked-back look.  (I'd be annoyed if I was one of those elementals...)

11)  Got no questions there.

12)  What's the difference between Psionics and Magic?  What about divine miracles....are they Magic also?  How do all of these differ?  Do they all require mana?  Do they all use it the same way?  Also, a Psion is a computer (http://www.psion.com/us/), an alien race from DC Comics (http://en.wikipedia.org/wiki/Psion_(comics)), and a type of meson (http://en.wikipedia.org/wiki/J/%CF%88_meson).  :p

13)  Fair enough answer.  And you beat me to my followup questions, too.  :(

I warned you there'd be an annoying number of questions, didn't I?

----

I don't know if it matters much to you, but despite my very definite ideas bout magic in my settings, I still manage to maintain such casters as bards, clerics, druids, mageblades, paladins, and other casters/gishes.  For instance, Bards have elevated their skill to magical levels; this is similar to how dwarves and other craftsmen create magic items - they're just THAT good.  Paladins are just channeling the will of their faith, so it's pretty much just miracles like the ones Clerics perform.  Druids are just Clerics of a different religion.  Mageblades just use some specialized magic that makes them more effective at combat.  Monks have elevated their skill level, just as Bards.  Wizards use magic.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 21, 2012, 10:28:27 PM
1)  Looks like you're already leaning toward needing new classes here.  Do people gain the ability to use magic from gods?  From spirits?  Or is it innate?

Possibly. I detailed it in my first post, what the core D&D classes would be if I used them as-is. Some people are given their power by a deity that they worship (divine), some people get it from the lesser spirits on a more personal level (primal), others take it from the spirits (arcane), while some make it themselves (I like the word "sorcerer" for this, as it encompasses naturally magical creatures as well; psionics is included here as well, they just focus on the mental aspects of personal magic). I could do these as "flavors" of elemental classes, like a background or a theme or just a feat, but something feels more right about having the themes be the classes and have elemental preferences be the flavors.

3)  So how fast magic can be worked depends on some innate quality?  A person lacking this quality simply takes longer to gather the energy needed to work the magic, while a person gifted with the quality can perform the task faster?  Are there degrees to this, or is it black and white?  Can Bob be super-fast, Harry be medium-fast, and Karynn be relegated to racing turtles?

Are we talking spells or rituals? Ritualists don't gather mana, as they're utilizing the mana present in the ingredients utilized in a ritual (I could see giving spell-casters an edge in rituals, allowing them to invest their own power to ignore some ritual components, much like some D&D4 classes get free daily rituals). As far as spells, ignoring game mechanics and just thinking of how I'd envision it for myself, I could see a weaker caster biting off more than they can chew and taking a long time to cast a spell; they aren't taking longer because they're bad, they're taking longer because they need longer to gather the energy to invest into the spell (if their mana pool was X, but it took 2X to cast the spell ...). Most casters aren't drawing mana as they cast their spell (that would be slow, and not useful in combat), they draw the mana and hold it till it's needed.

Thinking of it that way, I could see casters capable of grand spells out of the hustle and bustle of a skirmish, since they'd have the time to draw more mana and reinvest it. I would even be okay with multiple casters working towards the same end. Taking a glance at game mechanics, as long as round-economy was maintained, I'd be fine with this. Taking 10 rounds to put a spell together would be fine if that spell was 10x stronger than what could be done in one round; I just don't see anyone doing that from anywhere but a fortification.

And of course, some potent casters could have things like Quickened spells.

5)  Anything else?  I usually ban time travel, because the resulting plots give me headaches.  What about teleportation?  It removes all the fun adventures involved in getting to the quest and potentially circumvents entire dungeons.  To what extent can magic heal?  Can it restore lost limbs?  Can it make someone unkillable?  Can it destroy a person's soul?  Can it erase a person's spirit?

I'd only allow very limited time travel (I've always liked the time travel spells that are really just duplication spells: "I jump back in time a minute to help myself, and then the first me has to disappear to make that jump). I love teleportation, but it will definitely require familiarity; teleportation is one of those effects which could drastically change the world, as it would entirely change the nature of shipping. Magic can heal anything up to the point of death, but not instantly. It can restore lost limbs, but again, not instantly. I don't think it could make someone unkillable, except in those round about ways like liches or immunity to X. Magic can destroy a soul/spirit (that's some very bad juju), but trapping is far easier.

I may allow teleportation fueled shipping, and all the other crazy things; that's part of what this discussion was for, to figure out how magic would alter the world from a realistic medieval/renaissance world.

6)  Put another way, is it equally easy for a magician to magically levitate a piece of paper as it is to lift a castle into orbit...around Neptune?  Does a practitioner's skill level matter?  If it does matter, how does it matter?  Is it as easy to cause a soft wind as it is to create a functional quantum computer from thin air?

No, there is a difference between strength of effects. I'd like them to be the same "spell", though, as I have always preferred spells that scale to needing new higher level versions. In this case, in world (not in game), skill level matters in that lifting a castle into orbit would require intense amounts of energy, and a unskilled caster simply won't have that kind of oomph. Skill, not power, would matter in the level of refinement; an unskilled X level wizard could telekinetically lift a rock and throw it, but a very skilled X level wizard could throw the same rock through a tiny window ...

7)  So some spells take longer to cast than others.  Why?  Because it's harder to cast?  If so, what makes it harder?  Because it requires you to draw in more mana to cast it, and drawing in mana takes time?

Some spells could take a long time to cast because of the nature of the spell; maybe you have to draw more spirits to an area than would be normally present, or maybe you have to coerce a single spirit to do your bidding, or maybe you just need time to pump that much mana into an application. As I said earlier, most don't draw as they cast, as that would take much more time; I like the idea of drawing taking time and typically being out of combat as a way of justifying the X/encounter structure most games follow (as a mana pool that refreshes X points per round spent not casting would be annoying to book keep, even though computers can do it instantly).

8)  Not really a game mechanical question so much as a magic mechanical question.  Could incorporating various ingredients make a spell cast faster?  Could reciting a spell like you're reading the side effects for Zoloft cast it faster?  What if a bard plays his song at twice the normal tempo?

I could see precasting spells into disposable items as a way of speeding up casting, but I don't want to venture into the territory of Vance here. Reciting a spell faster wouldn't make casting it faster; that may confuse the magic and cause it to go awry. A skilled caster could cast a spell faster by pumping more mana into it, though (if game mechanics could be made to make that fair).

9)  What about the time of day, the alignment of the stars, using additional materials, including sacrifices, utilizing sympethetic correspondences like having the target's blood, nails, hair, clothing, etc. present when casting, or contageons like voodoo dolls?

Those types of materials could aid in a ritual, but not in a spell. Spells are usually more simple and direct.

10)  Makes sense enough.  Can you anger the spirits by just being annoying with your magic?  Frex, always making air elementals brush the dirt from your path so your feet stay clean at all times or having water elementals ensure that your hair always has that ever-so-attractive wet, slicked-back look.  (I'd be annoyed if I was one of those elementals...)

You could very much anger the spirits for doing such things, but only if you were utilizing actual sentient spirits. The fire spirit who lives within a candle could care less how many times you ask him to ignite and extinguish; it is wholly unaware and doesn't even realize that it's slowly consuming its fuel. If you bind an air elemental to clean your path, and that elemental breaks free, you're going to have a very furious air elemental on your hands. Not all spirits are sentient, not all spirits are powerful, and not all powerful spirits are sentient.

12)  What's the difference between Psionics and Magic?  What about divine miracles....are they Magic also?  How do all of these differ?  Do they all require mana?  Do they all use it the same way?  Also, a Psion is a computer (http://www.psion.com/us/), an alien race from DC Comics (http://en.wikipedia.org/wiki/Psion_(comics)), and a type of meson (http://en.wikipedia.org/wiki/J/%CF%88_meson).  :p

Hah, well I want to avoid the word "psionics" because it sounds too modern (odd, because it's made of greek words, no?). As stated earlier, psionics is power from the self (like ki). Before 3E Psionics came out, I was using Sorcerers in this role. A sorcerer is someone with a mutation in their energy center (chakras) that causes them to draw in energy without willing it. Young sorcerers typically "learn" spells as a means of survival, a way to let the magic out; it is only through practice and study that they refine this and begin working with true magic. If I go with separate classes for the four "power sources", then they'll each have slightly different spheres of influence. They all use mana, but they do it in different ways. A psion/sorcerer/whatever-I-call-it converts the mana into power themselves. Arcanists force the spirits to do their will. Divine casters use the powers granted to them, while primal casters coax spirits to perform their spells. There's some overlap between them all, but their approaches to magic are so different that I think different classes is probably the way to go.

But I could easily scrap all of that and go with a Air, Earth, Fire, and Water mage class. I could divorce magic from churches, except for perhaps paladins, though most churches would employ non-fire "mages" as they could heal (a water effect). I'd have to scrap the thinking I did when I was purposefully making a "kitchen sink" D&D setting. It may just be preference at this point. Neither would be "original", though, as both have been done.

13)  Fair enough answer.  And you beat me to my followup questions, too.  :(

I don't know if it matters much to you, but despite my very definite ideas bout magic in my settings, I still manage to maintain such casters as bards, clerics, druids, mageblades, paladins, and other casters/gishes.  For instance, Bards have elevated their skill to magical levels; this is similar to how dwarves and other craftsmen create magic items - they're just THAT good.  Paladins are just channeling the will of their faith, so it's pretty much just miracles like the ones Clerics perform.  Druids are just Clerics of a different religion.  Mageblades just use some specialized magic that makes them more effective at combat.  Monks have elevated their skill level, just as Bards.  Wizards use magic.
Title: Re: Endless Horizons - Magic
Post by: Humabout on January 21, 2012, 11:38:42 PM
3) I still don't understand - in setting terms - why rituals differ from spells.  I get that they're slower and require ingredients, but how are they not a really slow spell anyone can possibly pull off?  Is there a material difference in how they function?  The reason I ask is that if there really isn't any fluff difference aside from speed, you might be abel to pull off one mechanic that covers both and allows a wider range of casting capabilit overall.

5) Cool.  I look forward to seeing what comes of this.

6)  So it's not just how big your mana pool it, but also how you well you can use it?

8)  Perhaps a given spell only ever needs a set amount of mana, but you can cast it slowly and efficiently or fast and sloppy.  The former uses the normal amount of mana, and the latter wastes a lot of energy to just put out the effect fast.

12)  It sounds like you have several things in play here:  an overall and unmutable mechanic for using magic, five elements, and several subtly different approaches.  If you keep it somewhat modular, you'll allow a lot of versatility in your casters.  You could have any of 20 different casting styles, all using the same mechanic with little work, actually.  I suppose the next question is this:  What are the differences in the capabilities of the magic of the different sources (arcane, divine, primal, psi/ki)?

~snicker~  Psi/Ki....hehehe
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 22, 2012, 01:59:30 PM
Quote from: XeviatI'm worried it could encourage everyone to have a bit of magic and discourage people from going magic-less, and I'm not sure that's the feeling I want.
I understand the feeling, but the problem is, magic in D&D (and rather close derivatives) is powerful. It's actually far more powerful than the Tolkien stuff that inspired it, giving rise to the old "Gandalf was only 5th level" rant. However, what this means is that it's really, really hard for magic-less classes to compete on the same playing field unless magic is heavily nerfed. Now, I don't know if a heavy nerf of magic is what you had in mind, but from your statement of "What can magic do? Almost anything" it seems like you don't really want to nerf it.

So, I thought the other answer would be to assume that everyone's a gish, and the most powerful and effective fighters have a few supernatural tricks up their sleeve in order to compete on somewhat of the same playing field. This could easily give things a wuxia or anime feel, but it doesn't necessarily have to-- supernatural strength, tenacity, and resolve could be the result of the powers, rather than flying leaps all over the battlefield.

Quote from: XeviatGiving spellcasters, for instance, big encounter powers and weak at-wills
Or no at-wills, save for the most utilitarian of stuff. I like the idea of everything magical having to count, and everything being limited some way. If it's not limited by availability (encounter power or whatever) then perhaps by some sort of risk being involved in casting it, or some other thing that gives the spellcaster who would blow off the same power every turn a bit of pause. At that point it's not truly "at-will" either, because it's restricted by how far the casters are willing to push themselves/fate/the universe/their god/whatever.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 22, 2012, 07:18:53 PM
Quote from: Humabout3) I still don't understand - in setting terms - why rituals differ from spells.  I get that they're slower and require ingredients, but how are they not a really slow spell anyone can possibly pull off?  Is there a material difference in how they function?  The reason I ask is that if there really isn't any fluff difference aside from speed, you might be abel to pull off one mechanic that covers both and allows a wider range of casting capabilit overall.

Spells don't use "components", and they don't tend to produce permanent things. The mana in a ritual doesn't come from you, but from the components. Enchanting a wand to produce fire would involve coaxing or forcing a fire spirit to reside within it; you may soak the wand in alcohol and burn incense as part of the ritual. The distinction is also a gamist one born of wanting to compartmentalize combat from non-combat to a greater degree than D&D3rd did. It's also drawn from a sense of "this sounds right to me".

Quote from: Humabout6)  So it's not just how big your mana pool it, but also how you well you can use it?

8)  Perhaps a given spell only ever needs a set amount of mana, but you can cast it slowly and efficiently or fast and sloppy.  The former uses the normal amount of mana, and the latter wastes a lot of energy to just put out the effect fast.

Hah! A big possibility on both parts.

Quote from: Humabout12)  It sounds like you have several things in play here:  an overall and unmutable mechanic for using magic, five elements, and several subtly different approaches.  If you keep it somewhat modular, you'll allow a lot of versatility in your casters.  You could have any of 20 different casting styles, all using the same mechanic with little work, actually.  I suppose the next question is this:  What are the differences in the capabilities of the magic of the different sources (arcane, divine, primal, psi/ki)?

~snicker~  Psi/Ki....hehehe

Since I am still thinking in terms of, and leaning towards, the whole source descriptor, generally the way you'd expect them to be differed in D&D. Psi/Ki is either very evocative (and comes from the self, like breaths of fire) or intrinsically tied to manipulating the self (can heal one's self or otherwise affect one's physicality) or manipulating others (physically or mentally). Arcane handles the breadth of things, but it doesn't really do Æther (which includes healing, light, and other spiritually focused things). Divine is very good with Æther, mental, and physical, but it doesn't really handle the directly elemental (as divine power is intrinsically associated with mortals, coming from ancestral spirits, it effects mortals most). Primal is focused on things in nature, so elemental and physical would be their primary shtick. It may be possible to grid these four spheres of influence and either forbid one to each or give two to each.

----------------

Sparkle, I don't want everyone to be a gish, but you are touching on something I should have talked about far far earlier. I'd rather not weaken magic, but strengthen non-magic. A high level fighter doesn't throw around energy or other magical effects, but they are by their very nature, as high level, inherently magical.

The elements are not only the elements, but they are associated with the body and mind of living creatures. The exact natures are still somewhat up in the air as I keep fiddling with things, but someone's physical Strength is drawn from fire, their speed from air, their toughness from earth, and their coordination from water. Likewise, their mental abilities are associated with the elements (this is the part that keeps getting altered in my head). They don't know spells, but their power does make them more than a normal person.

The elements make up everything, so they make up one's body. Elemental energy is centered in chakras (I really want a western term for this). A tiny amount of mana flows in and out of people, through their chakras, but non-casters don't use it for anything other than their biological functions. As they grow in power, so do their chakras, so their biology adapts as well.

As for the caster differences, I could only abide by no at-wills if casting implements had basic attack type stuff built in; a wand lets you fire off rays of fire, for instance. I do not ever want to go back to the day where a wizard has to carry a crossbow at his side for when he runs out of spells; every single one of my players hated that.
Title: Re: Endless Horizons - Magic
Post by: Humabout on January 22, 2012, 07:59:09 PM
I guess you've answered most of the questions I have at the moment.  I'll lurk a bit and see if anything else sprouts up.  Over all, it strikes me that you will need a mixture of magical skills and a point pool for your mechanic.  The skills would govern success, speed, amount of energy points, and the limits of your capabilities, and the point pool would represent your mana reserve.  That's how I'd set it up, anyway.

Quote from: Xeviat
Quote from: Humabout6)  So it's not just how big your mana pool it, but also how you well you can use it?

8)  Perhaps a given spell only ever needs a set amount of mana, but you can cast it slowly and efficiently or fast and sloppy.  The former uses the normal amount of mana, and the latter wastes a lot of energy to just put out the effect fast.

Hah! A big possibility on both parts.
I stole #8 from Jim Butcher's Storm Front.  I nip off with lots of stuff.  Don't ever expect anything I say to be original ;)

Also, beware trying to amp up mundane combat to the power level of DnD magic.  You may find that is akin to how people periodically try to make unarmed combat as good of a choice as using firearms on the battlefield in Gurps games.  Guns are intrinsicly better than fists.  DnD magic is intrinsicly insanely potent - moreso than any believable axe swing will ever be.  If you're willing to depart from reality, that's fine, but it might get out of hand.

Another suggestion might be to make magic a swiss army knife and wizards simply really well-prepared people.  A fireball might not be able to level a castle and your lightning might not explode mountains, but whenever you find yourself in a sticky situation, you always have the right spell on hand.  It makes you that really tricky person to deal with and the one every party wants around, cuz you're just that useful.  A well-placed gust of wind blows your opponent off balance while you loosen the mortar that holds the stone slabs to the ceiling above his head.  Nothing particularly powerful, but it knocks him down and drops a really heavy rock on his head.  That sort of thing.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 22, 2012, 08:33:08 PM
I'm totally willing to depart from reality. An epic fighter should be able to rend a mundane castle in two with his sword; that's what an epic game is about. A heroic wizard will also be considerably more grounded. I love the tiers of D&D4.

Even if I use the traditional classes of D&D, I am looking into ways of having "any spell" type variability.

Now, after all those questions Humabout, how about answering my first question, A or B:

Which class structure would you use, based on what you know of my setting:
A) Traditional D&D classes with some sort of elemental specialization mechanics if the player wants to specialize.
or
B) 4 Elemental classes (Air mage, Earth mage ...) with some sort of specialization mechanic for the caster's source of magic.

I'm heavily leaning towards A now, more so than at the beginning of this thread. The only thing making me consider leaning away is my desire to not have my books be "D&D", but that could be done away with by not using the words "Cleric", "Paladin", and "Ranger" I think ... "Priest", "Knight", and "Hunter" are far more generic.
Title: Re: Endless Horizons - Magic
Post by: Humabout on January 22, 2012, 09:14:00 PM
From what you've described, A is the way I'd go for sure.  It sounds like the power source has a greater influence on available elements and how those would get flavored.
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 23, 2012, 12:18:47 AM
Quote from: XeviatA high level fighter doesn't throw around energy or other magical effects, but they are by their very nature, as high level, inherently magical.
That makes sense. So it doesn't have to go so far as "everyone's a gish," but they do have certain magical talents that would not be thought of as totally "realistic." I guess that's all I was getting at, now that I think about it, really.

Quote from: XeviatThe exact natures are still somewhat up in the air as I keep fiddling with things, but someone's physical Strength is drawn from fire, their speed from air, their toughness from earth, and their coordination from water. Likewise, their mental abilities are associated with the elements (this is the part that keeps getting altered in my head).
That's interesting. Asura does something very similar. It uses the five elements of fire, air, earth, water, and void, and has five stats, each of which has an elemental association: Power with Fire, Grace with Air, Vitality with Earth, Senses with Water, and Mind with Void.

Quote from: XeviatI do not ever want to go back to the day where a wizard has to carry a crossbow at his side for when he runs out of spells; every single one of my players hated that.
Oh, it's interesting that you and your group reacted so negatively to that. I have a totally different opinion which probably changes my perspective. I always liked it when wizards can, are able to, and have to do other things other than just fling spells around. Of course, in a system where magic is as powerful as D&D, it's probably a waste to try to develop any skills rather than have a perfectly optimized min/maxed wizard, but the idea is fun to me, and I like it in other systems.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 23, 2012, 04:28:33 PM
Quote from: sparkletwist
Quote from: XeviatI do not ever want to go back to the day where a wizard has to carry a crossbow at his side for when he runs out of spells; every single one of my players hated that.
Oh, it's interesting that you and your group reacted so negatively to that. I have a totally different opinion which probably changes my perspective. I always liked it when wizards can, are able to, and have to do other things other than just fling spells around. Of course, in a system where magic is as powerful as D&D, it's probably a waste to try to develop any skills rather than have a perfectly optimized min/maxed wizard, but the idea is fun to me, and I like it in other systems.

In something like d20 Modern, or something a little more ground level, I'd be totally fine with a wizard only having a few things and still relying on the mundane when their magic is out (or when they're conserving). I don't balk at Harry Dresden carrying a revolver, especially when that world's magic isn't supposed to be used to kill humans. I could also possibly be coerced into doing something like that during the Heroic tier, as it could make things both more "realistic" and it may help me tackle the issues of how magic would change the world.

Since the classes seem handled now, does anyone have thoughts on how D&D level magic would change the progression of the world? I want the world to be on the cusp of the Renaissance, but that doesn't mean humanity has to have been around the same amount of time. Perhaps what matters most to this is how hard it is to make permanent magic items. If a 1st level working-class spellcaster can make permanent torches for not too much money, then affluent areas are going to have city lights; if any 1st level fire specialist can walk down the street and light the lanterns at night, it's definitely going to be done.

But those are superficial things. What big things would change? I've already identified shipping, and I'm going to avoid that by having restrictions on that sort of teleportation (and long range teleportation will probably be paragon tier anyway). It seems like world leaders are going to end up being paragon, since any prolonged military campaign is going to give a lot of XP. I don't want the imagery of trains, but I assume minor magic could make airships and "horseless carriages" something that wouldn't be too rare.

Even if it doesn't relate to my setting, what are things that you think the existence of magic would change?
Title: Re: Endless Horizons - Magic
Post by: Humabout on January 23, 2012, 05:13:39 PM
Much of what started the rennaisance was the advancement of science, improved farming techniques that freed up laborers, the invention of the blast furnace for the mass manufacture of high-quality steel, and the proliferation of firearms.  I suppose the blast furnace (and consequently full suits of plate armor) could arise early due to magic, as could magically augmented farming.  Advances in science are, well, advances in science - not innately magical.  And I don't know if you want guns in your setting (I don't think you really do).  I suppose you could say the concept of the nation-state came into its own during the rennaisance, which saw the deterioration and eventual collapse of monarchies within about a couple hundred years.

I guess I should ask . . . wait for it . . . another QUESTION!  What exactly are you calling "cusp of the rennaissance?"  Rennaissance Europe didn't have trains or particularly improved transportation over what existed in the middle ages.  It didn't have any better communications, either.  Really, what it had, was science that allowed better navigation, improved metallurgical processes, and more people not producing food.  I guess it saw the advent of the middle class, really.  The result was a power shift from the nobility to a curious new class of merchants.

[EDIT]

Oh, and guns.  Those changed warfare as they became more reliable.
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 23, 2012, 05:17:16 PM
Quote from: XeviatEven if it doesn't relate to my setting, what are things that you think the existence of magic would change?
Everything.

I admit it's a pretty glib answer, but it's also true. :grin:

The kind of magic that is being thrown around is immensely powerful stuff. Energy and matter being manipulated on a fundamental level, gateways to wherever... essentially, spellcasters with enough power are capable of the arbitrary bending of reality. Of course, even the simple stuff can lead to some great power. I mean, forget about just getting light from an eternally burning torch, that's an unlimited source of heat. That's industry, electric power-- it's a revolution. Other spells have similar ramifications when you totally think them through.

I mean, this isn't saying you "have" to do anything, because it's your setting, of course, and you should do what you are comfortable with and consider fun! If a Medieval/Renaissance/whatever society is what you want, you can handwave it away, like most of the settings that stay at that level of development do. However, if you want to think of things "realistically," you'll probably have to make some big changes either in magic or in the society, because, as it stands, D&D magic in a medieval society would likely cause a tremendous amount of change.

Of course, if magic has been around for aeons, as it often has, you'd have to explain why this kind of thing hadn't already happened, too.  :D

While I have sometimes lamented that Eberron seems to be loaded down with D&D cliches, the truth is, I do like how Eberron takes magic and gives it a practical side. It shows what a society built around powerful magic might look like, and it shows how various spells could lead to practical uses. I think the scary part in all this is that even Eberron glosses over some of the truly frightening and powerful D&D magic-- things like teleportation and resurrection and wishes start to make the society seem more transhumanist than steampunk.

But then again, a magic-powered transhumanist setting would be pretty awesome. :D
Title: Re: Endless Horizons - Magic
Post by: Xathan on January 23, 2012, 05:39:24 PM
Quote...magic-powered transhumanist setting...

Must..resist...temptation.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 23, 2012, 06:23:37 PM
Humabout, I want guns that are only marginally better than crossbows; in game rules, they'd be "martial crossbows". There's just no way that a world like mine, with its knowledge of magic and alchemy (magical chemistry) wouldn't have figured out gunpowder. I figure it's an invention made by tritons and dwarves working together. Magic could definitely stand in for improved farming techniques, blast furnaces, and the exploration related navigation and sailing ships (just think of what an air mage could do to a sailing ship).

I've always imagined a burgeoning middle class in my setting. I already have plans on a merchant's guild turned thieve's guild that influences the senate in my chief nation. I already have a republic that has risen out of the remnants of dark age monarchies, which they themselves rose out of the shattered remnants of an old empire.

What I mean by "cusp of the renaissance" is that the whole world isn't there yet. Hunerst (the republic previously mentioned) is; think of it as Italy in this case. I only mentioned trains because Eberron, a setting that gets a lot of good praise for blending magic and society well, has trains. I don't want my world to feel as industrial as Eberron, so something like Eberron's past may be good.

--------

Sparkletwist, I definitely want to go for a "believable" setting. One of the principals I've been working towards, something I think you noticed in my genesis thread, is that I am approaching the creation of my setting as if I were making a Science Fiction story. Science Fiction deals with how the "other" affects society. My world has several others: magic, spirits, and other sentient humanoids than humans. The building of this setting is an exercise for me, to create a believable fantasy world. Stories within it are very much fantasy, being about the journeys of the heroes, but Star Wars was also a fantasy story when you get down to it.

Magic has been around for all of "history", including the time before history; I just haven't decided how long that history and pre-history are, since I'm not sure how magic would speed up advancement.

I don't want it to look like standard D&D, which is just medieval Europe with magic, monsters, and alternate races dropped in.

I may have to read more of Eberron than I have. I do like the idea of working class spellcasters. I don't think a paragon level wizard is going to be content with being a wage slave for someone, but an ex-adventurer could very much settle down and start a business based on teleporting senators around from their home district to the capitol ...

Really looking for examples of things that would HAVE to change with the presence of D&D-esque magic, both to know what to change and to know which spells to flat out remove (like wishes).
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 23, 2012, 08:57:25 PM
Quote from: XeviatReally looking for examples of things that would HAVE to change with the presence of D&D-esque magic, both to know what to change and to know which spells to flat out remove (like wishes).
D&D-esque magic is an odd thing because spells are written up for a specific purpose in the game, but at the same time, each spell has so much power behind it that is left unstated, and, usually, not even considered.

I would think that if we assume that the spells as written are only good for the narrow purposes they've been written up for, these spells are static throughout the entire course of history, and that people in the setting never experiment or make any attempt to go beyond these spells as written-- well, in all honesty, not much would have to change, because that's kind of how D&D is written up. However, that also means that you're pretty much in perpetual medieval stasis and the people of your world are a bunch of dullards incapable of innovation. That's probably not what you want.

Let's look at three cantrips from Pathfinder: Acid Splash, Jolt, and Ray of Frost. As written, they're just dinky little 1d3 damage cantrips. However, the fact that these are cantrips that pretty much any arcane caster can throw around has some pretty big societal ramifications that I think go pretty well ignored by most people. Granted, this is mostly because they'd probably rather handwave it away and play "normal D&D." However, trying to think about it realistically, we've got the ability to spontaneously generate acid, electricity, and cold in enough quantity that it can do a decent amount of harm to a humanoid body. This opens a lot of doors.

Depending on what kind of acid is produced by Acid Splash, its applications vary, but it's the basis for a lot of interesting chemistry, certainly. At the very least, as soon as this spell is known, anything medieval alchemy could do will soon become doable, and the possibilities will only increase from there as people start researching the effects of the spell. A lot of what was holding early chemists back was the inability to produce enough of what they needed, and being able to snap your fingers and create a blob of needed materials would certainly put a huge dent in those problems. Jolt is electricity, pure and simple, and I'm not sure what more needs to be said about that. What resource is more essential for a "modern" society than electricity? And here we have every caster who has studied cantrips able to create it at will. The properties and uses of electricity would likely be researched just as quickly and diligently as those of chemistry. Finally, Ray of Frost gives the ability to create cold at will. Naturally, this is a huge leap for all sorts of food preservation, not to mention greatly increasing productivity in warmer climates. It also doesn't say how cold things can get, which would mean that cyrogenics also become a real possibility. Oh, and put Jolt and Ray of Frost together and you can start experimenting with superconductivity.

So, we've gone from nothing to a society with a burgeoning chemical industry, electricity, and refrigeration, with a bunch of other stuff just around the corner-- and that's just with three cantrips and probably no more than 100 years of diligent research. My mind boggles at what advances would then occur on top of these, or what introducing the full D&D spellbook would do to a society.

While one way to curb the trend may seem to be to make casters more rare, I don't think it is. I doubt if it really matters whether casters are rare or not. If casting ability is common, then casters themselves will become a sort of labor force behind "industrial magic," but all rarer casters means is that the push will be towards producing magic items that can perform the same jobs. Once something becomes possible, people will clamor for it, either from the top down (rulers demanding the very best), the bottom up (the masses wanting a better life) or, perhaps even, both.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 23, 2012, 10:38:20 PM
I'm not going to have magic being always static. Like I said earlier, I'd like to think that the "technology of magic" has evolved over the course of its advancement. This isn't just the devices; perhaps higher level spells weren't invented until later, or even some weren't invented till later.

As for those evocations, I'm not sure the material of an evocation stays around. In fact, I'm pretty sure they explicitly didn't stay around. The effects stay around, but I don't think you could use Jolt to charge a battery. Then again, having it disappear would have to reverse chemical reactions if you were to Jolt a used electrolite solution ... so ... perhaps that's a rule that should be abandoned. Except for the acid, that's matter, but I forget if Acid Splash was a conjuration or not. Doesn't matter, perhaps they go away, which could limit this, but not if a magic item was made.

So, at the very least, with the ability to produce cold, electricity, acid, and heat at a moments notice, there would be the ability to create magic items that did the same thing rather early on. Likely, this means the time from bronze age to renaissance is going to be shorter, likely considerably shorter than the 6,000 years from the time of the pyramids to the 14th century (humans start off at pyramid tech because that was the tech of their giant masters).

If magic items are expensive, and they were in 3E, they're going to be out of the hands of the poor. I'd probably need to figure out pricing for some of those basic things and then decide on average wages before being able to eyeball anything like that under the virtues of the game.
Title: Re: Endless Horizons - Magic
Post by: sparkletwist on January 24, 2012, 06:06:52 PM
Quote from: XeviatI'd like to think that the "technology of magic" has evolved over the course of its advancement. This isn't just the devices; perhaps higher level spells weren't invented until later, or even some weren't invented till later.
I like this approach.
A perfectly good answer for "Why hasn't this spell changed the world yet?" is "They didn't discover it until very recently," of course. :D

Quote from: XeviatAs for those evocations, I'm not sure the material of an evocation stays around.
You might be right. I freely admit I may have gotten some details wrong; it was more a thought experiment illustrate the point that D&D spells, taken to their logical conclusions, can have pretty far-reaching effects on a world.

Quote from: XeviatIf magic items are expensive, and they were in 3E, they're going to be out of the hands of the poor.
Maybe, but remember, 3E was based on the "medieval stasis with magic that has no real societal ramifications" model. If casters are somewhat rare, there's probably going to be a push into making magic items into a commodity that everyone can afford.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on January 24, 2012, 06:18:44 PM
I was thinking about this all day, and something clicked while I was doing my taxes, and it was reaffirmed later when I went to Target.

I made 13k last year. That puts me only a few thousand above the poverty line individually; luckily my wife makes more than me. Either way, together we only made 33k. But I have a sweet desktop computer with two monitors, a decent car, a lot of video games, and the money to buy gaming books and eat out regularly. I have a lot of stuff that would make one think I wasn't "poor", and despite the low amount of our income, I don't feel poor (except when rent voids my bank account).

Computer engineers are rare. Not everyone can build a computer from scratch. But most people of low income can still afford to buy a computer now a days, especially an economy computer. People have them because someone makes money off of selling it to them. If magic items exist, then people are going to make money selling them to them if the costs of making them can be reduced. So even if casters are rare, all that might mean is that those casters are going to be very rich (and their will probably be prestigious schools vying for money to make money off of those future casters).

Things are likely going to feel more modern. If they can feel more modern but still have the trappings of medieval/renaissance, then I'm all for it. If most people of some amount of prosperity are able to buy a "cold brick" to put in an icebox to keep their food refrigerated, then they're going to do that.

One thought on potentially limiting things like that would be if magic items aren't permanent. Batteries run out, after all, so why can't magic? I'd have to adjust the way magic items are explained in the world, but that is a possible crutch to fall back on if I don't want magic to take over the world so fast.
Title: Re: Endless Horizons - Magic
Post by: Xeviat on February 22, 2012, 02:58:22 AM
I have been reading Codex Alera (http://en.wikipedia.org/wiki/Codex_Alera), by Jim Butcher of Dresden Files fame, and the first thing that came to my mind is how annoying it is that their magic system is so much like what I've envisioned for my world. Luckily, we're both deriving our ideas from old sources, but still, I'm going to hate to hear the comparisons.

This book has me thinking more and more, and again, about utilizing different classes for my setting. At the very least, I'm not sure I can manage the same half-casters (bard, paladin, ranger, etc). I would very much like to reopen this discussion.

Codex Alera also has given me more fuel for thoughts on how magic would influence society. Their world has a very romanesque feel, yet they have things like magical city lights, cold boxes, roads that allow for fast travel, communication using magic through the rivers, and even aerial transportation. But there world is a world where all humans have some proficiency with their magic. It creates a very interesting thing (though it wouldn't be hard to imagine the setting where the lei commoners who aren't very skilled with magic to have no magic what-so-ever).

Also, I have cracked a mental block that was keeping me from pairing down the effects of the elements within the bodies of people. I took a step back and looked at the elements thematically, and not from the confines of the game. What I began to realize was that Strength should be Earth, and Fire should be something more like Vitality. I'm also considering separating mental and social stats, like World of Darkness does, though this may be harder to do while still leaving stats equal with their peers.
Title: Re: Endless Horizons - Magic
Post by: Superfluous Crow on February 22, 2012, 04:38:28 AM
The idea of wealthy aristocrat-casters is too good to pass up, please continue with that!
Can your magic do anything just like the magic in D&D? Or is there a limit to what is conceivable/possible?
Now admittedly I didn't read the first page of this thread (or if I did it was a while ago), but an interesting approach would be to consider magic as a pure source and then put some limits on what it can and cannot do. Once you have these Laws of Supernature down you should start seeing emerging patterns and uses.
This approach is especially cool because the uses follow from the rules, not the other way around, so you don't have to start with "I want Cold Bricks" and then figure out what rules would make that possible. You make the magic and then you figure out how to make a cold brick.     
Title: Re: Endless Horizons - Magic
Post by: Xeviat on February 22, 2012, 05:35:36 AM
Quote from: Superfluous Crow
The idea of wealthy aristocrat-casters is too good to pass up, please continue with that!

Will do. I'm liking it more too. It seems too natural for it to not occur, except for there also being a lower-class mage workforce like in Eberron.

Quote from: Superfluous Crow
Can your magic do anything just like the magic in D&D? Or is there a limit to what is conceivable/possible?

I've always operated under the thought that "anything" would be doable with enough work, though that could change.

Quote from: Superfluous Crow
Now admittedly I didn't read the first page of this thread (or if I did it was a while ago), but an interesting approach would be to consider magic as a pure source and then put some limits on what it can and cannot do. Once you have these Laws of Supernature down you should start seeing emerging patterns and uses.
This approach is especially cool because the uses follow from the rules, not the other way around, so you don't have to start with "I want Cold Bricks" and then figure out what rules would make that possible. You make the magic and then you figure out how to make a cold brick.    

Very possible. Mostly that last part comes down to whether or not I want magic items to be permanent things.

From what you understand of what I'm going for, do you have any thoughts of effects that you think shouldn't be possible? I do think raising the dead shouldn't be possible with a standard spell (though resuscitating someone who just died should be), and perhaps creating matter from nothing could be limited (or at least permanent matter).
Title: Re: Endless Horizons - Magic
Post by: Xeviat on July 22, 2012, 10:36:38 PM
Resurrecting this thread with a bit of thread necromancy. I came up with a few things over the last ... wow ... five months. I'm setting aside my crunch work to work on setting fluff again, as crunch work has severely roadblocked. This issue, though, is half in crunch and half in fluff; it's definitely a case where both the crunch and fluff are going to influence each other. Since the nature of magic will influence the entire setting (and I'm about to start on a long thought process on the progression of the world's races from ancient times to now), it's something I need to pin down first.

But I also need to decide upon the nature of the spellcasters themselves. I keep coming back to the same question I've asked here, and I'm tallying up the votes on each side. I've narrowed down my thoughts to the following:

Magic is divided into the 4 elements (Air, Fire, Earth, and Water), as well as 4 spheres (Elemental, Mental, Physical, and Spiritual). They all wrap around in circles with each other this way. Thus, the 4 different primary casters each take up 1 side of a grid of the spheres, each having access to 2 spheres. Mages (Arcane) use Elemental and Mental magics. "Psions" (Ki) use Mental and Physical magics. Priests (Divine) use Physical and Spiritual magics. Shaman (Primal) use Spiritual and Elemental magics.

Then, each of the "half-casters" each only has access to 1 sphere. Paladins use Spiritual, Channelers use Elemental (a class concept for the "endless combat magic" style class, sort of like the benders from Avatar), Bards use Mental, and Monks use Physical. These could get altered, but that's the base concept.

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A side issue, though, is dealing with the elements themselves. I currently have para-elements between each of the elements: Cold is air/water, lightning is air/fire, metal is earth/fire, and plants are earth/water. The trouble is that I cannot think of anything non-elemental about these; no physical or mental components really come to mind that don't cause other problems. I was able to conceptualize splitting my 8 attributes amongst each of the elements, but the end results for the magics end up being strange:

Air is Perception (Divination)
Lightning is Agility (Travel)
Fire is Charisma (Charm)
Metal is Stamina (Protection)
Earth is Strength (Destruction)
Wood is Wisdom (Creation)
Water is Dexterity (Transformation)
Cold is Intelligence (Illusion)

But I'm not sure those associations work well enough. Flight and speed would be fitting for Air, while teleportation would be fine limited to lightning (a good way of keeping it out of low levels). Some of the other associations are kind of weird. Which means I might only be able to use the para-elements for raw elemental effects; that seems like it would really lessen them, and I might as well just put them in with the element they individually fit with the most.

Thoughts?