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Let's talk Magic!

Started by Seraph, September 12, 2013, 12:49:32 PM

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HippopotamusDundee

Quote from: Seraphine_Harmonium
"O" I think I would have to do something else with altogether, since I have no idea how to make "the ancestral homeland" into a verb.  I mean, it has some clannish & community connotations, but I still don't know how to apply that. 

Bringing and coming together and binding together as well?

Seraph

Quote from: HippopotamusDundee
Quote from: Seraphine_Harmonium
"O" I think I would have to do something else with altogether, since I have no idea how to make "the ancestral homeland" into a verb.  I mean, it has some clannish & community connotations, but I still don't know how to apply that. 

Bringing and coming together and binding together as well?
Hmm, ok.  Well, binding is certainly something that comes up in a lot of magical idea, but that's usually in terms of "you must to this" form of "bound," and is often applied to spirits you want to enslave.  Though I suppose if we are getting creative "binding" as a magical word could apply to any magical link you are forging.

So that would be
A--Command?  (the rune can mean both "god" and "communication", so commanding makes the most sense to me)
E--Send/Move
I--Freeze
O--Bind
U--Force?
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HippopotamusDundee

Quote from: Seraphine_Harmonium
Hmm, ok.  Well, binding is certainly something that comes up in a lot of magical idea, but that's usually in terms of "you must to this" form of "bound," and is often applied to spirits you want to enslave.  Though I suppose if we are getting creative "binding" as a magical word could apply to any magical link you are forging.

I was thinking "binding" more in a permanency sense - the main power would be that of attraction and drawing forces together and fashioning discrete elements into a whole and the secondary power would be strengthening and enforcing existing versions of that (like the social contracts that bind the family/tribe/village, for example).

Humabout

Another option is to have each rune have multiple meanings, possibly both as nouns and verbs.  You could have a winter/cold/freeze rune.
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Seraph

That may end up being a better way of going about it.  The idea of dividing it along vowel/consonant lines is interesting, but I think it might make things a little difficult, overburdening the vowels, or severely limiting the number of verbs available.
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Humabout

Probably true.  I'm largely throwing mud at the wall to see what works for you.  The system I usually use has a handful of broad domains and five or six "actions" that combine for different effects.  It works really well and is insanely flexible.  For you, having the waters nice and muddy probably suits best, so I'd guess letting any letter work as whatever a player/PC can justify it to be might best support the feel.  It'll also make magic feel very mysterious, since there isn't any one proper way to work magic.  It really will be an art (which harkens back to the creativity/creation thing)
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Seraph

Ok, playing with a Noun/Verb system for runes.  This is definitely still subject to change.  For now I am abandoning the idea that verbs and nouns were divided based on Consonants and Vowels, and instead just decided that there are some runes that are "Verb runes" and others that are "Noun Runes."  I am currently giving each rune three somewhat related meanings for constructing spells.  These can be constructed in different ways.  Some work best by combining more than two Runes together.  In theory, if an enemy spellcaster were preparing their magic, you could attempt to stop them quickly by invoking hail on it's own, but this would be prone to "misfire," as this could just as easily be interpreted by the cosmic system as "slow ME down" or something else altogether.  Hail fiu (Disrupt Magic) would be better, as it is more specific.  Alternatively, you could use Each fiu eo (Send Magic Reversal) if you want to turn an enemy's spell back on them. 

Magic cannot spontaneously create something out of nothing.  You cannot create a fireball out of nowhere, but you can control existing fires with Each brig.  You cannot shoot lightning bolts out of your hand, but you CAN summon up a storm, though this will take a while.  There could even be multiple ways of going about this.  Once your thunderstorm is in place, you could in theory command particular lightning strikes, with Thorn brig tyr (Strike fire arrow).

Verbs
BLOD (Harvest/Attract/Increase)
DAG (Perceive/Know/Understand)
EACH (Change/Send/Move)
THORN (Strike/Curse/Protect)
HAIL (Stop/Disrupt/Hamper)
GRA (Bestow/Unite/Link)
ISS (Halt/Maintain/Preserve)


Nouns
FIU (Wealth/Power/Magic)
DAM(Strength/Health/Work)
AWN (Air/Spirit/Speech)
NOD (Truth/Justice/Authority)
BRIG (Light/Fire/Energy)
WYNN (Harmony/Joy/Blessing)
EO (Transition/Reversal/Conclusion)
PERTH (Destiny/Mystery/Initiation) (Connects with Geas concept)
SIG (Victory/Honor/Face)
TYR (Arrow/Direction/Will)
MANN (Mind/Self/Person)
LAGH (Water/Intuition/Dreams)
OTH (Earth/Home/Group)


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Humabout

Another idea from the system I use that may or may not fit is that spells that are overtly magical (e.g., effects that cannot be justified as mere coincidence, no matter how unlikely) cost substantially more than ones that
This takes the form of a multiplier to the cost of the spell (which, in turn, increases the casting time).  So, frex, burning someone could be done with an explosive fireball fired from a druid's left eyeball (overtly magical) or a lightning strike from a stormy sky (coincidental).  Just another idea to bounce around or consider.
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Seraph

Quote from: Humabout
Another idea from the system I use that may or may not fit is that spells that are overtly magical (e.g., effects that cannot be justified as mere coincidence, no matter how unlikely) cost substantially more than ones that
This takes the form of a multiplier to the cost of the spell (which, in turn, increases the casting time).  So, frex, burning someone could be done with an explosive fireball fired from a druid's left eyeball (overtly magical) or a lightning strike from a stormy sky (coincidental).  Just another idea to bounce around or consider.
What would be the advantage of the overtly magical effects?  Just an incontrovertible show of power, or do they provide more potent effects as well?   
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sparkletwist

The thing about the rune system is, like what often happens in games like Ars Magica and Mage, that players are creative and will tend to stretch the capabilities of such a loosely defined magic system into "doing whatever." So I'd suggest that you either come up with some more restrictive mechanical parameters for what given spells/runes/whatever can do, or, at the very least, come up with mechanical definitions for what magic at a given level can do in general, and then let players throw around runes as flavor and possibly get a little bonus for using runes in creative ways. Otherwise, if you (as the GM) have in your mind the way runes are "supposed" to work, but then don't actually codify this, you just have a recipe for a lot of confusion and arguments. No matter how mysterious magic is supposed to be in the setting, any sort of "the GM can arbitrarily decide you chose the wrong rune for what you want to do and punish you" structure is not good.

Seraph

Quote from: sparkletwist
The thing about the rune system is, like what often happens in games like Ars Magica and Mage, that players are creative and will tend to stretch the capabilities of such a loosely defined magic system into "doing whatever." So I'd suggest that you either come up with some more restrictive mechanical parameters for what given spells/runes/whatever can do, or, at the very least, come up with mechanical definitions for what magic at a given level can do in general, and then let players throw around runes as flavor and possibly get a little bonus for using runes in creative ways. Otherwise, if you (as the GM) have in your mind the way runes are "supposed" to work, but then don't actually codify this, you just have a recipe for a lot of confusion and arguments. No matter how mysterious magic is supposed to be in the setting, any sort of "the GM can arbitrarily decide you chose the wrong rune for what you want to do and punish you" structure is not good.
This is a good point, and I will consider this.  Perhaps this will take the form of different "levels" of spell involving different numbers and arrangements of runes, and perhaps I will codify what runes make what spells.
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Humabout

Quote from: Seraphine_Harmonium
What would be the advantage of the overtly magical effects?  Just an incontrovertible show of power, or do they provide more potent effects as well?
Other overtly magical effects would include a human flying, a human throwing a fireball, a human breathing underwater, tensor's floating disk, teleporting, stopping/slowing time, regrowing a lost limb, forcing a sapient mind to do something against its will, etc.  "Overtly magical" just means things that cannot possibly happen in the real world.  It's one way to make a split.  I use it.  You could, alternatively, set your own boundaries, such as "exceeding X damage" or "healing y damage," or whatever.  It's just a mechanic to consider.

Quote from: Sparkletwist"Otherwise, if you (as the GM) have in your mind the way runes are "supposed" to work, but then don't actually codify this, you just have a recipe for a lot of confusion and arguments. No matter how mysterious magic is supposed to be in the setting, any sort of "the GM can arbitrarily decide you chose the wrong rune for what you want to do and punish you" structure is not good.
Another thing that helps a lot with this is pregenning a bunch of common spells.  I've worked on this (along with a few other forumites from another forum), so players have a clear point of reference.  If they're the type to try to stretch/bend rules, well, then, you'll have a lot of work as a GM in general.  But that aside, providing a lot of examples for freeform magic is kind of necessary.  Also, I'd suggest talking to Lord Vreeg about freeform magic.  He helped me immensely.
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Seraph

Runic Verbs
I am planning to do some more crunch about how runes fit together, and what you can do with them.  This might involve power added by including multiple runes (which may only be available at a certain "level").  The more runes you use, the more powerful the spell you can get, and/or the higher the chances of success (getting more specific & working in more forces).  This will probably also cost more of the magical resource.  At the moment, I am wanting opinions on these.  Do they look & feel good?  Are there glaring omissions in terms of what can be done?  At the moment, if there is a magical action you might be interested in doing that doesn't sound like it would be covered by one of these, I want to hear about it.  I may or may not do something about it, but I definitely want to e put in mind of the things this layout would NOT do.



RuneMeaningLore
Blod
Harvest
Attract
Increase
Improve
A rune of manifestation, of the rewards of work.  It brings success and power, and attracts the desires of the caster.  It is a rune of abundance and increase, and is usable for improving one's situation.  It is especially associated with the vegetal land goddess Bloddeuwedd.

This rune is used for spells that acquire, increase, or improve.  It can be used to heal or bless, as well as to gain your desires.  Combined with Dam, it can increase strength, and merged with fiu is can be used to gain wealth.
Dag
Perceive
Know
Understand
A rune of the dawn, this rune is one of discovery and enlightenment.  The acquisition of knowledge dispels ignorance, just as light banishes the dark.  Dag is a rune of beginnings—useful for preparing, and for learning.  It holds the power to overcome entrenched errors, and deep-seated fears with clarity.  It is associated with the Beech tree and is connected to Dadga.

This rune is used for spells that acquire information.  It can be used to see invisible spirits, to understand an unknown language, or to gain knowledge. 
Each
Change
Send
Move
Speed
The "Horse" rune, Each is a rune of motion.  The horse allows a person to travel much faster than on foot, and can carry heavy loads from one place to another.  The relationship between human and horse is sacred, and opens up many options that would be impossible without it, highlight its nature as a symbol of change.  Horses are important to everything from farming, to traveling, to warfare, and can mean the difference between success and failure, and between life and death.

It is used to speed natural effects, to move forces around, and to deliver magic to someone at a distance.
Eiss
Pause
Maintain
Persevere
Stasis
The rune of ice, Eiss rules over magic of "freezing."  Unlike Hail, which ends effects, Iss invokes stasis, and stops movement.  It is not destructive, but rather invokes stasis and resists change.  Eiss contains the mystery of utter stillness; of a lack of vibration.  What can we gain by being still? Eiss is the direct opposite of Each's movement and change. 

Eiss can be used to extend magical effects, or to protect against offensive magical changes. 
Gra
Bestow
Unite
Link
The rune of loving, Gra contains the mysteries of gift-giving, unions and marriages, and hospitality.  It involves the granting of gifts, and merging people and ideas.  It is crucial in sacrifices, as these are at their core, a gift meant to form a bond; a link to the otherworld.  In this sense, Gra represents all magic, which is, at its core, understood to be communion with forces beyond the material world.  It is a sexually charged rune, that brings together two forces and makes them one, or creates a link between two people.  One can even read entwined bodies into its overlapped lines.

Gra is used in magic that is meant to aid another, or to combine multiple runes and their effects, or to establish a magical link between two things.  Gra Mann Awn can be used to share breath with another, allowing one to stay under water indefinitely, for as long as the other is able to breathe.
Hail
Stop
Disrupt
Hamper
Hail represents the power of negation, and the obstructive force.  Its magic is of limitation and interference.  It is often used as a rune of attack and a form of cancellation.  It is a draining force, that channels the energy away from its target.

Hail can be used to interfere with another's magic, to slow their movements, or end an ongoing spell effect.  It can take the form of a curse against someone you want to hinder.
Thorn
Strike
Curse
Protect
The "giant" rune, Thorn is imaginally linked to the fomorians.  It is the direct application of magical energy.  Thorn represents aggression, and attack, but also has defensive applications.  Thorn's mystery is in the attack that can be made with minimal effort--without waste.  It is not a whirling, raging, or flailing attack, but the quiet patience and a sudden fierce strike.  It is instinct uncomplicated by self-consciousness.

Thorn is used in magic of attack and assault.  It is used for cursing, and for defending oneself. 
Brother Guillotine of Loving Wisdom
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HippopotamusDundee

I can't remember whose Celtic setting (there've been a few) it was that suggested this, but I always thought the idea of making a Druid choose a limited number of runes and learn more as they levelled up was a very cool one.

Tzi

I'd like to think of magic in my setting as being very much a force of nature, flowing, twisting, intertwined with the worlds, the stars and swirling about in waves and patterns somewhat randomly. Almost like radiation or magnetism. Like I've got magical energies and forces get stored within crystals for example. Specific crystals almost programming specific "Spell effects," and being useful in say creating magic devices since they can store "information." I've thought of adding runes or something like them. Some universal glyphic language of Arcane magic but I'm somewhat concerned of having it be that up front. Magic almost has an intelligence of its own, as if magic itself is self aware.

I guess runes in my setting would be almost mathematical, like an attempt to crack the mysterious language of the "oversoul," or whatever intelligence is or governs magic.