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Categorizing and Classifying Magic

Started by Superfluous Crow, July 09, 2008, 06:43:47 AM

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Superfluous Crow

EDIT: Added Raelifin's additions to the list. Changed outer to pervasive, and inner to internal. Added limit category. Added frequency category (concept by Vreeg, current edition by Raelifin). Examples updated to my best ability.

As you might have noticed, i have some notions about "user-friendliness". This is an attempt at making a "System" that you can use to quickly identify various magic systems in settings. So instead of using a long description, you can quickly identify a system by using this simplified system. Not that this is meant to substitute the long and detailed descriptions; that would just be stupid. This is purely meant to give people a quick idea of what your system entails. The "identifier" is made up of a series of descriptive words each keyed to a trait that can vary from system to system. Anything you think should be added? Also, feel free to try and describe magic systems you know with this system.
This was mostly made as an experiment

FREQUENCY
Anomaly: Almost everyone goes their whole life without seeing this magic.
Legendary: This magic in only seen by those who associate with the arcane.
Rare: Common folk believe in this magic, but don't see it enough to really understand it.
Infrequent: This magic is present, but unusual.
Common: This magic is present all across the realm.
Ubiquitous: It is rare to find instances where this magic is not manifest.

POWER
Limited: There are limits to what can be achieved.
Unlimited: Everything can be achieved with enough skill.
Low: Magic can't do much.
High: Limited power, but still very powerful

EFFECT
Universal: Magic is mysterious and can produce all kinds of effects.
[School of magic]: Effects from classical schools like Illusion, Necromancy,transmutation etc.
Mental: Magic can influence thoughts and the brain.
Elementalism: Magic involves the manipulation of the elements.
Druidic: Magic involves influencing nature.
Telekinetic: The magic primarily involves telekinesis
[product]: The "product" produced by the magic.
Shapeshifting: Magic that changes your body into another shape or form.
Healing: Healing is magic that mends wounds and otherwise restores full life and vigor.

(SIDEEFFECT)
Draining: Spells weaken objects, energy or lifeforms in the vicinity
Empower: You become physically or magically stronger when using magic
Weakening: You become less powerful whenever you use magic.

SOURCE
Pervasive: The magical energy is all around us. Example: the Force (Formerly Outer)
Internal: The magical force is within creatures. Example: Ki (formerly Inner)
Pact: You gain your magical force through pacts or alliances with magical creatures. Example: Faustian bargains.
Dimensional: You can draw magic in from another plane.
Material: Magic comes from the use or change of a natural trait or material of some kind.
Unknown: The source of the magic is neither understood or known.
Divine: Similar to pact, but an impersonal pact with a creature most consider a god.
Connection: You gain your power through connections with other people.

CASTING
Implement: You can only work magic through the use of a magical implement.
Verbal: Magic involves magical words.
Runic: Magic involves inscribing magical signs or symbols.
Somatic: Magic involves movement
Focus: You can activate your magic by concentrating mentally.
Ritual: Requires long and complicated rituals.
Spontaneous: you can't control your magic.
Varied: Can change depending on effects.

LIMIT
Unrestrained: This magic can be used without restriction.
Sanity: This magic slowly drives you insane.
Lifeforce: This magic ages you prematurely or otherwise permanently drains your body.
Strength: Using this magic has a physical toll, like strenuous exercise.
Headache: Using this magic requires intense mental focus that drains the user's energy.
Arbitrary: This magic simply ceases to work if used too often. (mana magic goes here)
Transformation: This magic slowly turns the user into something else.
Ascending: You become more in tune with magic and might eventually tune out of the world
supply: You have a specific amount of available magic energy. If you use it all, you lose your powers.

LEARNING
Art: Art magic involves intense study and training. Example: D&D wizard
Inborn: Some individuals are born with natural capabilities for magic. Example: D&D sorcerer
Chosen: Like inborn, just much rarer.
Controlled: Combination of Art and Inborn. You have been taught to control your inborn magic.
Easy: Like art, just a whole lot easier.

To give some examples: D&D wizards use an Infrequent Unlimited Universal Varied Pervasive Unrestricted Art, Jedi use a Rare Limited Mental/Telekinesis Pervasive Unrestricted Controlled magic.

My own magic types can be classified in the following way:
Demonology: Legendary Limited Universal (Ritual)/Focus Pact Sanity Art.
Resonance technology: Rare Limited Transmutation Implement Natural (transformation) Art magic. (sounds bad...)
Psions: Anomaly Unlimited Universal Spontaneous Unknown Sanity Chosen.  
Marut: Infrequent Limited lightning* Spontaneous/(focus) Natural Lifeforce Inborn/controlled. *product

Comment however you want, just don't call it oversimplified. If you think it is, then at least add some constructive criticism to make it better.
Other than that i would like help with: Finding better words so you can always get it to sound good in a fixed order. Fix the many holes there probably are in this system. And again, I'd like to see your own examples.
Hope you like, or at least that you don't hate it.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

snakefing

My magic system has two subsystems:

Essence magic: Limited Elemental Focus Inner Art
Spirit magic: Limited Mental/Necromancy Focus Inner Art

The main thing I see here is that particularly in the effect, it might require more than one type.
My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

Raelifin

Let's see...

Shamanism: Low Druidic/Healing Pact Verbal/Somatic Favor Controlled

Voodoo: Limited Elementalism/Mental Pact Implement Headache/Sanity Art

Shadowbinding: Limited Shapeshifting Dimensional Focus Transformation Art

World Magic: Unlimited Universal Outer Spontaneous Unrestrained Chosen

Elder Magic: High Universal Material Implement Unrestrained* Easy
* - Typically

That last one breaks down really badly. Elder magic is the magic of the many artifacts that remain from the old days. It is essentially the magic of magic items.

I suggest adding:
<ADDED>

Kindling

Low Druidic Inner Varied Inborn... not that there is very much magic at all in my setting.
all hail the reapers of hope

Superfluous Crow

The system works!: I'm now rather intrigued by Raelifin's World Magic. Sounds interesting from the description. And thanks for the examples everybody, more proof that the system isn't completely horrendous. And thanks to Raelifin as well for the additions, I'll get them added to their respective lists at once.
EDIT: Looking over my own example, would the force actually be considered an Outer force?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Raelifin

Outer might be better described as "pervasive" and inner as "internal."

I'll do a wiki on world magic today. Thanks for the motivation.

Superfluous Crow

No problem. And i agree, those names do sound better. I'll change them.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Raelifin

Oh, and I just thought of another category:

LIMIT
Unrestrained: This magic can be used without restriction.
Sanity: This magic slowly drives you insane.
Lifeforce: This magic ages you prematurely or otherwise permanently drains your body.
Strength: Using this magic has a physical toll, like strenuous exercise.
Headache: Using this magic requires intense mental focus that drains the user's energy.
Arbitrary: This magic simply ceases to work if used too often.
Transformation: This magic slowly turns the user into something else.
Favor: The use of this magic harms the relationship with its source.

Xeviat

This could work as a nice community standard for classification. I'll get to thinking what works for my own setting.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Superfluous Crow

I'm glad you like the idea of it :)
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

LordVreeg

not oversimplified, I like it, it misses a very important campaign issue, and that is how common spell casting/spell casters is/are.

something like
FREQUENCY-
Almost non-existent-Less than 1/10,000-people go their whole life without seeing magic-mythical
Extremely rare-less than 1/1000, seen only in great population centers, very arcane
Rare-less than 1/100, seen in towns, a very poor common understanding of spell effect is known.
Uncommon-less than 1/20, normally found often in villages, many workers of magic in cities, some common understanding of what magic can do.
Common-spell casters abound, and there is enough magic that common peiople have a decent idea of it's limitations.
Overly common-non-spellcasters are rare.


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Nomadic

Lets see...

Drakydism: Limited Universal Pervasive Focus Arbitrary Art
Lexicology: Limited Universal Pervasive Verbal Arbitrary Art
Elementalism: Limited Universal Pervasive Varied Arbitrary Art

Good, very good. I was hoping it would turn out something like that. It looks like it works, however its a little confusing sometimes. For example I chose arbitrary since my casters draw from their inner energy, which will deplete if they use it too much (they can draw from life force but if they do that they could die... thus still having a finite amount they can cast) this though was just as a guess since I wasn't sure. The power thing also didn't have enough explanation so I was a bit confused.

Superfluous Crow

Glad you like it :)
It's true that we are missing this category, but although I'll copy it directly for now, i think the numbers might be a bit low. By these standards, even D&D would have "rare" spellcasters. And I'm not sure frequency and common knowledge are always proportionate?
But I'll add them to the list at once :)
EDIT: Also, to everybody who wants a category added, could you give me a hint as to where in the order of categories it should be? Pretty difficult to figure out.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Raelifin

@ Vreeg: I'd suggest removing the numbers and making the names a bit more interesting.

Anomalous: Almost everyone goes their whole life without seeing this magic.
Legendary: This magic in only seen by those who associate with the arcane.
Rare: Common folk believe in this magic, but don't see it enough to really understand it.
Infrequent: This magic is present, but unusual.
Common: This magic is present all across the realm.
Ubiquitous: It is rare to find instances where this magic is not manifest.

Superfluous Crow

Hmm, not sure which i like best, but I'll take Raelifin's for now as it's less specific.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development