From: Neil Asato <[n--sa--o] at [wiliki.eng.hawaii.edu]> Subject: BTRC: magic systems To: jerry (Jerry Stratton) Date: Wed, 7 Apr 1993 14:50:41 -1000 (HST) Subject: Variant magic systems for BTRC copyright 1993 by Neil Asato The following is some alternative rules/notes for the WarpWorld magic system. Note that this is not for the baseline system, so it may not be appropriate for low-magic worlds. Schools, Disciplines, and Spells As noted in the rules, there is an organization of spells grouped under disciplines, and disciplines under schools. In general, different magic systems have very different arrangments and are not compatible with one another. While the end results and the game mechanics are similar, the processes are rather different. For this reason, someone who uses "generic" magic would not be able to use ritual magic. This does not prevent magic-users from knowing about the principles, strengths, and weaknesses of other types, but it would require learning it as if that person were just starting out usually (GMs might allow some magic skills to be considered closely related for use, possibly "generic" and "gismo" or some other GM consideration). This would generally require getting separate Magery skills and Concentration skills. This can lead to jack-of-all-trades-but-master-of-none wizards, but they are rare as each magic system tends to be large enough as it is. Here are some examples of these arrangements: Religious: domain school(like fire/heat for fire deities, with disciplines going into types of use) ceremony school(like making "holy items", sending Power to the deity) spirit school (a limited version of spirit magic; for asking for the aid of divine beings, or exorcism) Spirit: (basically the schools would be based on which reality you are contacting, disciplines would generally depend on the type of creature you want). By the way, those who want to use this type of magic and want to have a long life expectancy should try to be on good terms with the beings, give them Power (preferably a conversion spell from some non-living energy to Power) ahead of time as consideration in a contract without the being controlled by the user. Of course, this means not associating with untrustworthy beings. Plant magic (described later): Plant manipulation school(disciplines of shaping, healing, etc) Enchanting plant material school(only works for one type) Environment (mainly concerned with weather and soil alteration) Variant magic systems Plant magic Evolution of magic often encourages colony and symbiotic relationships, especially in plants (most of which individually have very little Power). Some plants can share Power within the same species (generally the shared Power is is combined Power Aptitude, with the range of sharing as in the rules regarding transmitters and receivers, except in meters, with the "main" group Pow equal to the shared Power and the "remote" or other group having a Pow equal to their shared (or Aptitude) Power. This shared Power extends only about a meter from the plants (or in a straight line between groups). This Power is applied against magic like normal (this protects the plants against spells like Denature, which can wipe out all plants in the area). These plants often will have a symbiotic relationship with a magically inclined being, like the plant magic-using wizard. These wizards will generally act as either farmers (for grain type of plants) or woodsmen (for tree type of plants). They normally have skills associated with growing, tending to, using, and breeding of the plants. Their magics should not be confused with earth magic. They cannot use any Power outside of their particular plant type of Power without the Power loss being permanent, even if it is below Aptitude. The maximum Power that they can channel is equal to their personal Power (they do not lose Power if they use above their Aptitude in this case). One side effect of their attunement is that if they are surrounded by a shared Power of 100 or more at death, they become something like deities, but they are restricted to the area of their plants (they draw upon this for their energy, but they are still limited by their own personal Power by how much they can draw off). Even if they cannot use the full shared Power, they still are treated as having that Power with respect to attacks like the wizard was of that plant type. For similar reasons, the plants are treated as their own personal Power against that wizards spells against them (this helps the plant, and is "in tune" with the Power of the plant). When enchanting items made from their plant type, it is automatically treated as being "finely crafted" but any unused "enchanting space" is treated as non-finely crafted magic items. These items tend to be spears, darts, cloth, and paper items. Note that the items do not get the bonus to the "enchantment space" from being in an area of high Power, since it comes from themselves. The user of plant magic is attuned to the Power of a chosen plant type, but the wizard is not actually a part of the shared Power. This means that the user must stay either within 1 meter of a living plant of the appropriate type (usually they use a spell to shape plants or branches into bracelets or belts and return them to normal at the end of the day) or being in a direct line between groups of plants (this is how the spirits of dead plant magic users get around). Typically, they have a thin row of their plants at the border of their property. They will, also, make their homes out of living plants that have been magically altered to form buildings (usually includes a halt aging spell for lasting effect). The users of plant magic for the same reasons can't add their Power Aptitude to the shared Power. For the sake of simplicity, the Power is assumed here. Each tree has roughly 22 Power each. A shared 8 Power per 10 m^2 for trees. Grains only have 1 Power per plant. For grains, there is a shared Power of 13 per 10 m^2 (I took it a fraction of the power, and the rather high density of grains in one area added up). Farms generally have growing areas around 1.5 million square meters (rather frightening levels for an opponent). Power used for enchanting items or those by the spirits of plant wizards ("permanent loss") are regained at a rate of 100 Power per day per 2000 shared Power normally available. It should be kept in mind that these wizards lives are centered on their plant type. If it were possible, they would probably cover entire worlds with their plants. They generally have an aversion to leave their domains as they are generally helpless elsewhere, though their children are generally sent off to start their own domains. Most deities do not like them, since they approach the sheer power of a deity, but they do not normally say so. Plant wizards with different plant types are rarely friendly to one another, since they are competing for the same spaces. They both generally try to indoctrinate strangers into the benefits of their plant types (Roleplaying fun for the GM). Pros: This makes for an interesting NPCs who are extremely powerful, but are limited to certain areas. Cons: Not normally available for PCs due to limited mobility of magic. Limitations: Use Power of a certain plant type only, *0.7 Minimum 1 turn concentration time, * 0.8 Biological/healing magic This concerns itself with cell structures and metabolisms. These users normally have appropriate medical and academic skills. They have an advantage over "generic" magic users in using entropy and transformation schools, in that their effects can be permanent and used cumulatively (they use the genetic structure as a template instead of entropic settings). The draw back is that they normally can't use their magic directly on non-living structure (some still acquire skills to perform non-biological augmentation though). Most are well-payed, though some perform charity work. A few will do anything (and keep secrets) if they are paid enough, for no-questions asked changes in appearance or augmentation not normally allowed in the area. Pros: A specialized magic-using doctor. Cons: Healing is easy, if treated in time. Limitations: Affects only living materials, * 0.7 Instinctual magic An alterate version of Heroic magic. This makes up most evolved forms of magic (like the dragon flight). In general, they treat themselves as having a Power 1 against themselves (not others of their own kind) and often get some multiple of their effect (less than 10). Some wizards who have a natural ability to use certain magics due to blood, is actually derived from this. Pros: A neat explanation for magical monsters Cons: Low power creatures and player characters will not be too happy with this. Limitations: As for heroic magic, except that they are consciously controlled, and do not normally have a "weak point" in the magic. Magitech(often called Technomagic) This is a kind of Gismo magic, except that it concerns items being made from scientific principles rather than magic principles, at least technically. It involves using the atomic and molecular bonding and structures to store, channel, direct, and process Power. Depending on the TL background and understanding of the magic, it may require a non-magical energy source to operate (or convert it into Power). The items reflect the TL and background of the creator (examples: steam-engine-like mechanisms, plastic and metal structures, crystalline and ceramics works, tubings or wire or circuit patterns). They often have a distictly scientific artwork feel to them, but there are exceptions. They are built like normal items of technology, except that Magery skills of this type are needed, and the builder has the appropriate "spell" knowledge. They generally run on the users Power Aptitude along with the user's available Willpower. Exceptions, will just get the base effect from their power source, but it is known that there are some items that are made to get the Willpower from the user and the Power from a separate source (something like a magic item or an equivalent Power source). Some computerized systems can include its own concentration skill to get the base effect (the maker has to have this level to put it in). For items with multiple powers (like some power suits), it is up to the user or the computer to allocate the base effect around. Note that "all-magic" systems will generally need 1 base effect to run the magical computer systems. These types will not be detectable to "anti-technology" items like the Orbs of Carnos,nor will they be detected by magic sensing when they are not in use. The costs to make these items are generally somewhere between the cost of making all-magic and all-technological items with similar features. Concept for a power suit: When not in use, it looks like an unusually hi-tech-looking thermal underwear(the items are considered "finely crafted"). When activated, the user-suit combination might have 100 base effect to use among its sub-systems. These sub-systems might include virtual armor (like the entropic school, often having a hi-tech appearance), virtual missiles (acts as an appropriate spell attack; it does not disappear like virtual bullets usually do when fired like when using the entropic power), sensors, etc. It will probably have a weapon that uses magic indirectly to affect non-magic using, but high Power, creatures by magically accelerating bullets. Pros: It has a very hi-tech flavored magic. These items are based on technology, so they do not lose their abilites automatically when damaged like "normal" magic items (but they do not get the strengthening effects either), but are treated like standard technological items. Cons: Magic is limited to the items made (cannot be cast normally). Items limited by the player's Power or some surrogate Power source. Limitations: general Power focus, * 0.9 only for making magitech items, * 0.7 By the way, GMs do not have to crank out spells for each of the magic systems, unless it is really necesary. Just use the regular magic guidelines for area, use, and others to get the base effects (which are, of course, compared to the resisting Power to get the modified effects). GMs should not pack their worlds with the above systems (or with the other types of magics listed in the WarpWorld book). It is best to have them as regional (or even reality) dominant in some areas, but not in others. This allows a certain amount of interplay of magic types, while allowing them to develop separately in other ways. This will allow the use of commerce and trade in the campaign, and the attendent effects that would result from it. Other GMs should feel free to devise their own magic systems and rules, too. Notice, that the above is focuses more on the philosophy of that type of use of magic and how they interact with others. Scenario's for them can include the standard "burn the evil magic-users" to the more subtle "we must improve the understanding and use of magic to compete in a trans-dimensional economy" (so to speak).