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Dwarf Fortress => DF Suggestions => Topic started by: mutant mell on February 26, 2008, 12:05:00 am

Title: Generalized Theory of Magic
Post by: mutant mell on February 26, 2008, 12:05:00 am
I noticed a lot of people creating suggestion threads about magic recently, and as I have put a lot of thought into such a system, I decided to post my ideas about what my ideal magic system would be like.
I created it with the following in mind:

Core15; Core24; Core40; Req96; Bloat35; Bloat97; Bloat134; Bloat147; Bloat238; Bloat330; PowerGoal29; PowerGoal58; PowerGoal60; PowerGoal64; PowerGoal65; PowerGoal68; PowerGoal70; PowerGoal75; PowerGoal83; PowerGoal84; PowerGoal89; PowerGoal92; PowerGoal101; PowerGoal107; PowerGoal108; PowerGoal128

I also tried to take some of Toady’s ideas and implementations from Armok I, and I tried to make it as flexible as possible, and tried to make the components separate, so that people could disable individual parts if wanted, or even disable it all.

My main inspiration came from Edding’s the Belgariad and the Iron Kingdoms (they have the most awesome dragons ever.  They made them epic, unlike what DnD has done to them).

People who can use magic:

Magic is a raw force of power that can be accessed by different means, and at different strengths.  While very few creatures can directly access this power, there are many different ways of indirectly accessing magic, and with the help of various items, nearly anyone can access it.

Pretty much any creature can access magic to some degree, and the soul is the place that can access it.  Some rare people have the type of soul that can directly tap into the power; these are the types of wizards that can alter the entire course of history, and can take entire coalitions of nations to take on and kill.  Thankfully, these people are rare, there is perhaps one born in several generations.    These people are generally blessed with a great intelligence and a long lifespan, outliving their more mundane cousins.  They spend their time studying the world, as their knowledge can help improve their magic, and perhaps they could discover new things about the world.  

A wizard is treated as their own civilization, owing allegiance to no individual country, and having the power to back that up.  As such, they could raise their own army of mercenaries, or even some people who swear their allegiance to them.  Wizards hardly ever take apprentices, but sometimes they do, and sometimes there are even groups of Wizards working on some task or another, perhaps compelled by some greater force.  However, their most loyal followers are the golems that they create to so tasks for them, and even do war with them.  Golems are more durable than a fleshy meatbag, but learn more slowly, and have to be “programmed” to do specific tasks, so you can’t change their jobs as easily.

For those who were not born with such luck, there are many other ways to access magic.  By using various materials, a few specific gestures, and some powerful words, they can lead magic into their soul for a short period of time, and release it.  This magic does not come as naturally, but it still gets the job done.  Sometimes they apprentice themselves to a wizard, as while the wizard may not cast the same way, their knowledge of the inner workings of magic is unparalleled.  Magical research is interesting to some in this field.  Do not underestimate what these learned mages can accomplish, as the greatest amongst them can rival the might of a natural wizard.  Large nations employ magical colleges, where research and training for mages-to-be is unparalleled.  Mages can also put a bit of magic into an item, imbuing it with magical qualities, or perhaps having it conjure a certain kind of magic at a later date.  While creating a magic item is a hard task, it is well worth being able to use magic in an instant, instead of needing to spend time casting.

Some mages aren’t educated, they are a result of an affinity with magic, but much less than a wizard.  They experiment with material components, stumble through gestures, and choke through words to come into their magical prowess.  As a result, their magic can be more chaotic, and have a style distinctly their own.

Elementalists are mages who specialize in a particular element.  They are more often people who aren’t formally educated, and either were taught be a spirit of an element or felt a strong tie with that element.  They can take the traits of the element that they affiliate with.  The elements include: Earth; Fire; Wind (includes Sonic and Sound); Water; Lightning; Metal ; and Cosmos.  (Note: there are also elemental states, such as holy/unholy, good/evil, mundane/fantastic, light/dark, etc. etc.)

In addition to mages, rune-crafters and other such professions exist, people who have found magic in words and shapes.  These people do not refer to themselves as a mage, but instead as a craftsman, and take pride in their lack of waving their arms around and chanting silly words.  These runes channel magic into them, and imbue it into the stone.  These stones or gems could be embedded into objects, giving them supernatural powers, or they could be one-use items, such as gems that explode with magical cold when thrown against something.

While some creatures may not be able to access magic, every soul has some magical capability.  This is generally exploited in one of two ways.  The first way in a magical ritual, which gathers anywhere from a few to hundreds or people to join in.  A trained mage or wizard (or priest) can then harness the magical energy created by each person, and use that energy to do things otherwise beyond his capabilities.  However, the people in the ritual have some say in what they will do, and the magic they supply is directly related to their personal beliefs and values, a.k.a., if an evil wizard tricked an entire village to chanting to rain fire from the sky, the villagers must know what they are doing on some level to cause the ritual to succeed.

The second use for souls is a lot darker.  This use actually extracts a soul from a person, generally from someone who recently died, in the gap of time where their soul is still in the world and yet hasn’t moved on.  Souls can then be used to power vile machines, or empower gems in a similar way that rune-crafters will.  The inherent magic in souls can act as a power source, and entire cities could be run on the vile acts.  However, most souls don’t have an unlimited source of magic, and once the soul is run dry, it is utterly annihilated, removed from the cosmos forever.

Souls can also be used to fuel the life of the undead, changing mindless zombies and skeletons to dark vampires and ghouls, or even creating specters and ghosts.  The power of the soul is largely not understood, as only the most depraved would be willing to utterly destroy people to figure it out.

A soul can also be extracted from a non-humanoid, and this is not considered  nearly as vile an act, as the other creatures are stupid and not as important as humanoids.  It is not uncommon to find a fire-imp-soul powered sword or something like that in the right type of shop.

Priests are another type of magic users entirely.  Their powers are not tied to their personal capabilities (though they may have a talent for it, and may even be priest/mages), but to the capabilities of their God.  Their God blesses them with divine strength, and they can use that strength to perform miracles, such as baptisms and ceremonies, or even healings.  The Gods do not grant equal power to every priest; it is instead based on a hierarchy, either determined by the religion, or the God.  The most powerful of priests can even return the dead to life, though the process is so taxing to the God and the priest that it is rarely done.

Magic is versatile, and the uses I’ve described here are by no means the only ways to use it.  There are evil witches that make pacts with spirits in the area, and exploit the inherent magic of various plants and other things, and the workings of fey magic all but unknown to most practitioners of magic.  There could even be liches, who exploit the undeath to unnaturally prolong their life.

How to use magic:

Usage of magic varies depending on the user.  However, there are many characteristics of it that are universal amongst those who use it.  Magic is fatigue-based.  Doing a basic task, such as digging a hole, takes an equivalent amount of energy as physically digging the hole, but it is all focused in one action.   For the unprepared, it initially seems to be a lot more trouble than it’s worth, but while there is a strict limit on physical tasks, the mind can be trained to have almost no limit.

Like I said earlier, very few have direct access to magic.  What that actually means is that most people cannot call magic to them whenever they want, they need some sort of focus for their abilities.  That is what material components, gestures, incantations, runes, and other things do: they provide a method for people to access magic.  For some, this skill comes a lot easier to, and for others it’s nearly impossible.  While it is highly difficult, theoretically anybody could become a mage.

When trying to do something with magic, knowledge of what one is trying to do is crucial.  For instance, in order to heal someone of a sickness, knowledge of the human body is a must, as is what the sickness is, and knowledge of other cures helps out as well.  When trying to transform into an animal, the form, movement, and structure of the animal is required, else you become some sort of twisted mockery of it.  Summoning requires some knowledge of the creature summoned, as well as placing mental bounds on what the creature can do, else it turn on you.  Use of material components can lessen this need, as the components can provide a substitute for knowledge.  For instance, using a twig as a component to create fire can lessen the knowledge needed because of the way it interacts with fire.

The material component needed is highly dependent on what one is trying to do.  For instance, trying to conjure a fireball could perhaps use a small piece of wood, saltpeter, or the traditional bat guano.  While larger material components could be used, they are much more impractical, as carrying around a twig is much easier than carrying an entire tree.

Souls are used in a similar matter, but there is a key difference.  Souls are used as a kind of magnet to attract magic, but at great suffering to the soul.  The raw currents of the magic flow through the soul, tearing it apart from the inside and eventually destroying it over the course of weeks f agony.  That means that someone who is interested in souls needs a constant supply of them.  If the soul of a mage or (Gods forbid) a wizard, then the soul is much more durable, and can last for years, or, in the case of the wizard, decades, as they are much more used to magic flowing through them.

More about Wizards (and golems):

Wizards are users of magic who capabilities are far above most other users of magic.  These mighty men and women can change the entire course of history, and can fight toe to toe with entire civilizations.  They are unrivaled sources of knowledge about the world, as knowledge is essential to gaining more power.  However, they generally are aloof, and seldom care about furthering the knowledge of others.  That being said, there are records of wizards who spent a great deal of time spreading their knowledge and using their power to help others, so there are indeed exceptions.

Because of the large amount of time they spend studying and experimenting, very few wizards will go without their golem servants.  Golems are created to do tasks for the wizards, and can range from miners and wood cutters to brewers and farmers to military golems.  The time it takes to create a golem makes them a chore to make, but the payoffs are vast.  With an army of golems, a wizard doesn’t have to make his own food (they could conjure it, but few wizards learn enough about food to make it taste any good, much less make it entirely edible), build their own towers,  fight off the goblins, or do anything but further their magical abilities.

Golems are made up of several components.  By far the most important is the core.  This is generally a glass sphere imbued with a large amount of magical energy.  This energy acts kind of as the brain and the soul of the golem mixed into one source, and it powers the whole creation.  When a wizard creates a core, it tells the core what tasks it wants it to do, and how to do them.  Also, as a side effect of pouring so much magical energy into the core, the core gains a slight personality, though much more primitive than a humanoids.  After that, the golem can perform that task, and even learn how to do it better than it as told to (though it learns at a much slower rate that a humanoid).  If the wizard wants it do a different task, it has to directly access the core, and tell it to do something else.  A wizard will typically inscribe a name onto the core, and will call the golem by that name.  The core is the sole determiner of the capabilities of the golem, so if the wizard switches the cores of two golems, the capabilities and personalities of the two golems will switch as well.  Finally, if a golem is destroyed, but the core maintains intact, if the core is placed in a new golem, the core will perform perfectly.  If the core is damaged, the golem will perform tasks slower, will learn slower, and it may eventually shut down completely.

The rest of golems are composed of a torso, a head, and various appendages, not necessarily four, and not necessarily arms and legs.  A golem could consist of four legs and a crossbow mounted on its head.  Its four legs would provide additional mobility and stability, and the crossbow being mounted in its head would provide even more stability.  Most wizards will choose to create a humanoid golem, as it is the most versatile of the forms.

Golems can last for years, but eventually their bodies will break down.  However, the cores will not generally die off, and by switching out cores, golems can last forever, or al least until their core becomes damaged.

A wizard will come to a place that he wants to make his fort with a few golems, and during this time, he will be highly active in creating his fortress by conjuring various materials needed, and by overseeing the workings of his golems.  Once things have more or less settled down, the wizard will then lets his golems do his work for him.

That is not to say that golems are his only servants.  A wizard will attract individuals from all races that want to work for him, and wizards will generally pay well.  It is not uncommon to see elves, dwarves, humans, and even the occasional goblin or kobold all living in houses (or underground) next to a wizard’s tower.  Not that every wizard wants to deal with these interlopers, some wizards will completely shut themselves off from everyone else, a kill those who try and disturb his peace.

The magic itself:
Magic is life.  Magic is energy, flowing all around us at all times.  However, magic is much easier to manipulate than other energy, prefers certain areas to others.

(Honestly, I haven’t put a lot of thought into this.  I think that magic have a fair distribution all over the world, perhaps a little stronger in some places than others, but I don’t think it should have streams.  However, streams would fit the setting of this world better, and would be interesting.

One idea involving streams that I had was that there are two kinds of magic flows in the world, good flows and evil flows.  Evil areas are where there are no good flows, and good areas have no evil flows.  There are perhaps some naturally created areas, but more common is that evil flows would not enter areas where the land has been blessed, and good flows will not enter areas that have been defiled.   These could occur thanks to certain events, or even due to individual’s efforts.)

To wrap it all up:

I created a (I hope) large diversity of different kinds of wizards in this write up.  I tried to think of ways that each one of them could be interesting.

I wanted to create a system that could have both all-powerful wizards, and your typical adventuring wizard.  I hope I created a system that was worth reading about, as it is admittedly very long, and perhaps tedious.  Thank you for reading this.

[EDIT: cleaned it up a bit]

[ February 26, 2008: Message edited by: mutant mell ]

Title: Re: Generalized Theory of Magic
Post by: Anfold on February 26, 2008, 01:53:00 am
I liked it, but I think the wizards themselves are a bit overpowered from your descriptions (although that kinda is the point of magic i guess).  Maybe limit the number of the megawizards to two or three, a good one, an evil one and a neutral one.  Racial affinities and religion should probably play an effect as well, after all, you don't expect to see a worshiper of Ed the Flaming Destroyer of Firey Flames to go around throwing lighting bolts and the like.

Maybe have dwarves favor runes (for artifact empowering), goblins favor curses and the like, elves the nature magics, humans and kobolds are generalists.  

Being attacked by an angered wizards battle golems sounds like fun, like a small army of bronze collosi. With the harvistable cores you could make all kinds of interesting things, like golen powered magma pumps... that could turn on you.

Title: Re: Generalized Theory of Magic
Post by: mutant mell on February 26, 2008, 01:58:00 am
As for wizards being overpowered, I made them that way on purpose.  They are supposed to only be used in Wizard Tower mode, and are not supposed to be used in Adventure mode.  They are also exceedingly rare, even having 1 in an entire generation is uncommon.  I made a distinction between the two for this reason.  The mages are to be used in normal Fortress Mode, and in adventure mode.

It makes sense too, I mean, why would a mega-wizard sully his hands and waste his time adventuring for some petty Elven druid?  Especially when he could send a team of golems.

EDIT: I had a couple things I forgot to say about magic, and I didn't want to make the mmain post even longer, so I put them here.

What you can do with magic:

You can do nearly anything with magic, but figuring out the best way to accomplish something is hard at times.  For instance, in conjuring a ray of heat, that involve conjuring heat from either some nearby source, such as a fire, or even yourself, or it would involve conjuring heat from a far-away source, even another plane.

I said that the physical has limits; the mind seems to be limitless.  So, you can do most anything with the mind, some things just require more time and research.  You can attempt to do anything from moving objects to placing a fiery tongue on a sword, to conjuring a sword made out of some ancient material, to finding a loved-one long ago captured.  You just have to puzzle your way through how to do it.

A note about Cosmos:

I said that cosmos was an element earlier; I included it for a very specific reason.  It is the “force” element, so things that have a magical energy, but seem to have no particular elemental affinity, they are the element of cosmos.

[ February 26, 2008: Message edited by: mutant mell ]

Title: Re: Generalized Theory of Magic
Post by: Speeeedy on February 26, 2008, 12:39:00 pm
I've read through your post and I can tell you put a lot of thought into it.  I especially like the wizard idea, it has a lot of potential for being a fun new game mode.  However, some parts of your theory need to be fleshed out more to be usable in a game:

If only one wizard exists every generation, what happens when the player abandons their wizard fort?  Would they be allowed to advance one year and generate a new wizard?  Or does the game need to generate 100+ years of history until the next wizard shows up?

The part about summoning seems to contradict with the souls part.  It seems to imply that a wizard or mage with significant power and knowledge could over time create an infinite supply of any creature of their choosing, and since all creature have souls they would have an infinite supply of souls.  And since they created these souls, there would be no ethical dilemma in chopping out their soul for the soul powered magics.  

I think summoning would work better as a type of teleportation spell, but the party being teleported did not necessarily give their permission to be teleported.  I think this would also add a fun feature to wizard mode: if you want to summon a powerful demon, go ahead!  But you'll need to best it in combat before it will swear loyalty to you.

The part about magic being equally taxing as actually doing the task without magic doesn't make sense to me.  Sure it makes sense for digging a hole, but what about shooting a lightning bolt with enough energy to kill a human?  Wouldn't you need to experience the same amount of energy as the target, possibly killing yourself?  And exactly how would this transfer into a mana type system for the in game adventurer?

The part you added in your last post about magic being able to do nearly anything... Obviously that would be awesome, but I don't think its feasible to have such a robust system in a game.

Overall though, your ideas could make magic a lot of fun in DF.

Title: Re: Generalized Theory of Magic
Post by: mutant mell on February 26, 2008, 03:55:00 pm
quote:
Originally posted by Speeeedy:
<STRONG>I've read through your post and I can tell you put a lot of thought into it.  I especially like the wizard idea, it has a lot of potential for being a fun new game mode.  However, some parts of your theory need to be fleshed out more to be usable in a game:

If only one wizard exists every generation, what happens when the player abandons their wizard fort?  Would they be allowed to advance one year and generate a new wizard?  Or does the game need to generate 100+ years of history until the next wizard shows up?</STRONG>


I was thinking when I made this that the game would assume that in 1051, there was a single wizard in the game that had yet to make a tower, and that ~2 other wizards had established towers somewhere else in the world.  You could make peaceful contact with them, or declare war on them, or something else.  If he died, then you wouldn’t be able to create a new wizard tower for a while, until a couple years later.

Obviously, this puts a lot of pressure on the player to keep the wizard alive, more so than a regular fortress has, so there’s a couple ways around it.  The first is to skip ahead ~60 years, like you said, for another wizard to generate, or the game could create a new wizard when the old one dies, and then you could start over again.  Perhaps the game wouldn't even allow the player to create a new Tower for a while.

 

quote:
<STRONG>The part about summoning seems to contradict with the souls part.  It seems to imply that a wizard or mage with significant power and knowledge could over time create an infinite supply of any creature of their choosing, and since all creature have souls they would have an infinite supply of souls.  And since they created these souls, there would be no ethical dilemma in chopping out their soul for the soul powered magics.  

I think summoning would work better as a type of teleportation spell, but the party being teleported did not necessarily give their permission to be teleported.  I think this would also add a fun feature to wizard mode: if you want to summon a powerful demon, go ahead!  But you'll need to best it in combat before it will swear loyalty to you.</STRONG>


Whenever I saw summoning, I mean for it to be a teleportation-type of spell.  Sorry about that, it’s a house-rule whenever I play PnP RPGs (summoned creatures actually exist somewhere, they aren't spontaneously created), and I assume that that is the way most people think of summoning spells.  Bad habit of mine.

 

quote:
<STRONG>The part about magic being equally taxing as actually doing the task without magic doesn't make sense to me.  Sure it makes sense for digging a hole, but what about shooting a lightning bolt with enough energy to kill a human?  Wouldn't you need to experience the same amount of energy as the target, possibly killing yourself?  And exactly how would this transfer into a mana type system for the in game adventurer?</STRONG>

A few things about this: I meant it to be a baseline for basic tasks, and for it to be a stricter on people who are playing new wizards or mages.  When just trying out magic for the first time, a mage will find it perhaps more challenging than physically digging the hole.  As he mentally digs more and more holes, he will be able to tolerate it more.  Also, whenever I said that it takes an equal amount of energy, I really meant an equal amount of fatigue.  The way I thought of it, the mind is much better at handling fatigue than the body is.  Because of this, the mind can handle a lot more than the rest of the body could, and could handle doing the impossible.  Once you start doing the impossible, you have to start the process over again.  So, just think of it like this: a mental task requires a similar amount of fatigue of the similar mental task.  Once you start doing the impossible, it takes more mental strength, but the mind is now more capable of handling it.

And as for how it would work into a mana-type system, I was hoping to do away with mana entirely.  I hate mana-based systems, about as much as I hate HP is computer games.  If you wanted, you could think of the character having a “fatigue-meter,” and when the meter is low, you cannot cast your spells properly.  Only in addition to that, you couldn’t hold a sword as well, you couldn’t dodge as well, and you’d get more and more exhausted.  And you could still cast your spells when your meter is too “low,” at that point, you’d collapse from exhaustion as your body tries to recuperate, and perhaps you’d use so much of your bodies energy that you’d die.  It’d make a valiant last stand effect, casting fireballs at a swarm of goblins, and when you kill the last archer, you collapse from the combination of physical and mental bruising, and die.  Bards would sing about your last-stand for ages to come.

 

quote:
<STRONG>The part you added in your last post about magic being able to do nearly anything... Obviously that would be awesome, but I don't think its feasible to have such a robust system in a game.</STRONG>

I said that mostly to try and set a mood.  A mage can accomplish a lot more than a “normal” person could, but they cannot actually do everything.

 

quote:
<STRONG>Overall though, your ideas could make magic a lot of fun in DF.</STRONG>

Thanks, it was a lot of fun writing it. I don’t have anyone around here to bounce ideas off of for a magic system, so I don’t generally have people look at my ideas and whatnot.  Any other criticism or comments anyone could add would be helpful.  I just hope this helps out Toady when he starts magic.

EDIT 2: I don't want to bump this, but I have some more things to say about this.

My ideas would go well with two other ideas: Splitting up skills into the core components (work, material, etc), and allowing the user to go back to world generation whenever they want to, advancing the world several years.  The skills part would allow wizards that have spent a lot of time doing, say woodworking, to have greater affinity with wood, and be able to have greater magical prowess with wood.  Allowing world generation to happen after the player has played in a world.

[ March 05, 2008: Message edited by: mutant mell ]

Title: Re: Generalized Theory of Magic
Post by: mutant mell on March 22, 2008, 04:58:00 pm
Posting some stuff I wrote in a different thread about runic magic.

An except from a lecture on runic magic:

"There is magic in words, shapes, symbols, and forms. These symbols can trap magic, and make the object display supernatural phenomena, such as combustion without fuel or heat, can spontaneously make water, make the hardest steel soft as silk, can prolong life in those near death, and suck the life out of someone, leaving them a mere shell of their former self.

Dwarfs are good at this. They can feel the power behind shapes and forms, and can feel their way through the creation of such items. We humans have no such luck. We have to reference books, and we have to get down the symbols perfectly, for even a small change in the symbol can leave it powerless, or worse, give it an unintended effect. The best runemasters amongst us studied with the dwarfs, and even they make constant mistakes. The dwarfs have us beaten in that aspect, for sure.

But while they may be good with symbols, we are not entirely behind them, for we are good with casting. It makes sense, as we a flighty beings, wanting to have flash and fame while we live; the dwarfs want to make things that last ages. However, that is not true of all dwarfs. There are a few dwarf wizards, some sitting in on this very lecture. Like how we send them humans, they send us dwarfs to learn our craft. And the best dwarf wizard has enough power to rival any one of us, I'll tell you this."

"While the runes themselves draw magic to them, that does little good if the rune cannot hold onto the magic for any period of time. For instance, if one merely carves a rune into a tree, for instance, the tree will be slightly magical, but the magic will not do anything. However, if I took a small amount of gold leaf, and put it inside the carvings, the magic would be able to gather and stay in the rune, and magically enhance the tree.

Gold is a common material to use in runes; magic seems to be magnetically attracted to it. However, that is a topic for another day. Other materials work, but some only have limited uses, or are also expensive. For instance, the mythical Adamantine is said to not only draw upon magic, but also seems to create it. Among the more mundane materials include gypsum, which is used in fireproofing, liquefied plant material, and even blood. While the material may seem like it would rub off or disappear, the magic inherent in the material and the shape will cause it to, shall we say, stick around. Iron is a material that does not seem to work well at attracting magic, but iron weapons and other things will still accept magic from a rune inscribed on them.

There are mainly two different kinds of runes: inscribed and attached. Inscribed runes are ones that are etched directly onto the object; these runes tend to be more powerful, but cannot be easily removed, as we will get to in a minute. Attacked runes are generally etched on a plate of some sort, which is then attached to an object in a manner that is called a "conduit." Like water flowing through a canal, magic flows out of the plate and into the object. While this may seem superior, the magic is not as inherent in the attached object, and the magic tends to be weaker and shorter-lived. So, while both have their advantages, you need to think carefully.

As I mentioned earlier, there are limits to runic magic. For one, inscribed runes can not be easily removed. Removing magic from a source so suddenly spells (pardon the pun) disaster. It requires more magic to remove it, but again thats a subject for later. Also, while an object could theoretically have as many runes as there is surface area for it, there is indeed an upper limit. Objects can only take so much magical abuse before they disintegrate into nothingness. While some objects may take magic readily, it is still foreign to them, and like a body with leprosy, will die off. One exception to this rule is dwarf artifacts. While taken by a "mood," a dwarf can force a seemingly infinite amount of runes onto an object. There is no explanation as to why this is by the dwarfs, and they don't even seem to understand it.

So, in the little time we have left, I have a task for you. On the table behind me in sheep leather and powdered gypsum, as well as inked copies of the rune of "fireproofing." For this task, you will take one of the provided knives, and will very shallowly cut out the rune onto the leather. Then, you will take the powdered gypsum and lightly dust the inside of the cuts. If you did it right, then the leather will not burn when exposed to a flame. Small variations in the pattern will result in nothing happening, but I must warn against experimenting with your own designs. People have been known to destroy entire villages by experimenting like that."

Also a bump in disguise.

Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 16, 2008, 09:03:59 pm
I wasn't sure as to whether I wanted to resurrect this post or whether I should start another one. In the end I chose to resurrect.

I believe Runes are more intrinsically Dwarven than any other form of magic. Perhaps it's Warhammer that did that to me but I recall in the Fantasy game that you could add up to three runes to an artillery piece, or make a weapon, piece of armor, or talisman consisting of three pieces. So you could have a catapult with the Rune of Accuracy, which would reduce the chances of unfavorable scattering, or a ballista with Flakkson's Rune of Seeking, which would grant bonuses vs. aerial targets. A similar system could be used for assorted structures; depending on the quality of the components used, one could add a number of runestones to the structure. A screw pump that could transmute liquids would be an example. However, destroying such a structure would generate unhappy thoughts in the runecaster.
Title: Re: Generalized Theory of Magic
Post by: G-Flex on October 16, 2008, 09:30:05 pm
Holy wall of text, Batman.

I honestly think Toady could use general suggestions on issues more than some sort of prefabbed, complicated plan. I mean, it seriously sounds like you're trying to do the designing *for* him here. It's not your game.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 16, 2008, 10:02:15 pm
It isn't a Wall of Text it is a Ladder of Text... To see a Wall of text copy and paste his post in word and transform it into one paragraph.

Anyhow because I am short on time, I shouldn't even be commenting, Ill only poke holes for now:
A) Good and Evil: Toady is trying to move away from making good and evil as a force in it of itself and is trying to go towards spheres. While it is questionable if "Evil" and "Good" is going to leave the game as a whole, in fact I personally doubt it, it makes little sense that those two allignments can constitute the two pillars of magic.
B) Golems: They are cool and all, but remember that Toady has planned on giving Wizards a greater range of servants created via magic including newly created creatures that are not in the RAWs.
C) Runes: Alright, I understand that they arn't Dwarf exclusive, you have flavored this towards the dwarves. This gives dwarves a power exclusive to their own.
D) Simple Magic: You seem to exclude that ordinary people do (depending on what toady does next) have access to magic through scientific practices such as Alchemy.
E) Religion as Magic: you put an overimportance on Priests especially since most if not all the stories Threetoe has written where Divine power was called upon involved Non-priests.
Title: Re: Generalized Theory of Magic
Post by: Aquillion on October 17, 2008, 12:11:36 am
That's a lot of words.

I skimmed it, so I might have missed some things, but my general thoughts:

Too many setting-specific things.  I believe that the magic system in Dwarf Fortress should be as generalized as possible, set up to allow for many utterly, completely different-looking kinds of magic and magical effects that can nonetheless interact with each other meaningfully...  this is especially true for your highly-restrictive definition of a wizard.

For some reason, I don't like the intense focus on souls, either.

I had my own post (which has some similarities to yours) here (http://www.bay12games.com/forum/index.php?topic=23939.msg273856#msg273856).  You might want to glance over it.

In general...  I felt that there should be a concept of magical 'umph', the raw magic used to power magical effects.  This can come in different flavors, and anything that uses magic draws on it.

It would regenerate naturally in some life-forms (magical creatures like unicorns, say, or ancient elven trees), and parts of those could be used for magic.  Deities (and perhaps demons) would be powerful magical creatures who could then provide their power to others, either by using it directly themselves as divine miracles, or by granting it to spellcasters who invoke them.

There would likewise be countless different ways to utilize it; different civilizations might focus on different ones.  Some creatures would be able to utilize it innately (like demons or pixies), while other might study rituals or alchemical principals used to draw it out of objects.
Title: Re: Generalized Theory of Magic
Post by: Soralin on October 17, 2008, 12:23:12 am
I want something like this from the far future goals page:

PLANES: Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. Related to PowerGoal81.

Open up a portal to a plane of fire, a !!world!!, and then try to colonize it by pumping cold water in through the portals, and through/around your underground area, and sending the hot water (what didn't evaporate), back through the portal, or out onto the surface or something, in order to keep things cool enough to be survivable.  (Or maybe just a large enough portal, or large numbers of them in the middle of a frozen tundra, cold air cooling off the area around them in the plane of fire and heating things up and melting ice around the portals on the blizzard side) Add in some resources/places that are rare or ones only found in that plane, have it inhabited by spirits of fire and magma men and other similar creatures too while you're at it. :)  Or other similar elemental or exotic or otherwise dangerous and difficult to colonize planes with their own risks and rewards. :)

Of course that would require some massive additions and changes to the game, like being able to control fortresses in multiple different locations, and the connections between them, and more temperature calculations for underground, so everything down there isn't just a constant temperature, as well as for the water/air, (and some method of seeing what the temperature is of certain locations/objects would be nice to make this usable enough to work).  As well as the whole magic and other added content stuff. :)
Title: Re: Generalized Theory of Magic
Post by: Silverionmox on October 17, 2008, 05:56:27 am
Something to keep in mind is that religions and their clergy should be functional and meaningful in the game world as a social organization... without magicking. Religion has a gigantic impact on society. Divine entities are probably capable of direct intervention. Of course, the metaphysics could be that they're not. Benefits of devotion to a deity needn't be limited to priests, nor need they be limited to spells.
Also, there's no reason why non-priestly magic users shouldn't be able to use magic in a healing way.
In any case, make sure that those who wish are not technically obligated to conform to D&D stereotypes of club-wielding, undead-turning, robed HP-restorers.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 17, 2008, 07:03:35 am
Quote
make sure that those who wish are not technically obligated to conform to D&D stereotypes of club-wielding, undead-turning, robed HP-restorers

Well you are the one that said "Healing"... Way to break the steriotypes  :P
Title: Re: Generalized Theory of Magic
Post by: Silverionmox on October 17, 2008, 07:20:01 am
Eh? I'm explicitly mentioning it to make sure non-divine magic-users potentially have access to it. It's an established standard in fantasy gaming to have the semi-exclusive association of clerics, divine magic, and healing, you'll acknowledge that.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 17, 2008, 07:23:27 am
It is interesting that "Religious" characters more and more are starting to be the only ones with healing ability when this was never the set "Standard" but is starting to be. (the number of systems that says weird things like "Magic cannot heal" is odd to me)

Healing isn't outside the domain of regular magic and shouldn't be.
Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 17, 2008, 09:10:24 am
I always viewed "divine magic" as magic that was part of a religious system. Depending on the religion in question, it would involve bringing forth rain, making the sun shine brighter, or turning your opponents into pillars of salt. Arcane magic I always viewed as being practiced independently of a divine influence as though it were some form of mystical science.

As for alchemy, we already have the alchemist's lab so we know things will be more useful later on. I would like to see more abilities to mix and match materials together (e.g. mixing saltpeter and charcoal at an alchemist's lab) including vermin and plant extracts.

Finally, fetish magic might be an option. As in binding spirits into items for appropriate effects. E.g. binding a fire imp into a mace that it could shoot fire.
Title: Re: Generalized Theory of Magic
Post by: Tormy on October 17, 2008, 09:21:30 am
I wasn't sure as to whether I wanted to resurrect this post or whether I should start another one. In the end I chose to resurrect.

It's better to necro a thread, so it was a good choice to post in this.
The problem is, that we have like 20+ topics about magic at least so far, and basically everything has been said already.
Take a look at this topic what I've created for example, it's an interesting read:
http://www.bay12games.com/forum/index.php?topic=24622.0

My take on Divine magic:
WoW's divine system describes my idea very well ->

The divine magic are forms of magic on faith in gods or spirits. [Thus linked to religions] Divine magic is all about healing and protective spells, practitioners of divine magic are at the vanguard of the gods' efforts to ensure their peoples' survival.
Though the sources of divine power are varied, its use has one constant: faith. Effectively wielding divine power requires tremendous conviction; the dedication required to achieve such perfect faith is a lifelong pursuit. Unlike arcane spellcasters who believe that power exists to be taken, divine spellcasters must constantly affirm that they are worthy of their gifts. They must be certain that they are properly honoring their gods, philosophies, ancestors or convictions. Perfect faith requires intense training and constant testing, which continues throughout the practitioner's lifetime.
[Some examples, that what kind of units should be able to use divine magic: shamans, clerics, paladins]
Title: Re: Generalized Theory of Magic
Post by: Granite26 on October 17, 2008, 12:51:52 pm
That's one of the reasons I like the managed 'all in one' threads.  They keep the subjects that get a bajillion suggestions all in one place, so that, in theory, you can point to it and say 'THIS' is where it's all at.

Interesting fact : Priests were forbidden to spill the blood of men.  So they used clubs.  Hence D&D clerics.  (Which is why I HATED the random weapon restrictions in 3.0, etc)

as far as magic, flavor and systems should be separated.

Title: Re: Generalized Theory of Magic
Post by: Sunday on October 17, 2008, 01:59:25 pm
Yay!  Another magic thread!

I don't have a thought out system of magic.  I'd just like to say that I like the idea of dwarven magic being both the most powerful and the most unpredictable (this, of course, is assuming that each race has a different magic system).  Which is why I think it should be linked to artifacts exclusively, with completely random effects possibly based on the materials used to make the artifact. 

Of course, I also wouldn't mind something like Burning Wheel's magic system - each race has a different stat (in BW dwarves have Greed, elves Grief, goblins Hate, and humans Faith) each with a different way of using it, and very different flavors of magic.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 17, 2008, 02:25:43 pm
"Divine magic is all about healing and protective spells"

Well not exactly, this is only as so far as many of the Player classes within the game (Excluding Warlocks who are using Divine magic except are often excluded because they get it from evil sources).

Anyhow as Ive said many times I don't want or feel like "Divine Magic" should ever be in the dirrect hands of anyone. Certainly yes there is prayer and asking divine assistance. I feel as if it should be up to the god and especially its personality, how much it could favor that individual, Maybe the gods power itself, if the situation deserves his attention, and many other factors. Sure a devout worshiper, Deathbed convert, or even an unrelated adventurer could ask for aid but it is up to the god not only if they will help but how they will help and if such aid comes at a cost.

Yeah I know I used feel a lot, In the end it is really Toady's choice and baring a rather large mistake Ill support him anything he does with respect to divinity.
Title: Re: Generalized Theory of Magic
Post by: alfie275 on October 17, 2008, 04:27:21 pm
Sorry if this has not much to do withit but I have some ideas I have seen / made about how magic should affect stuff:

Adventure mode:

Magic is a skill like Strength, maybe Magic Strength? The higher this skill the less fatigue magic uses . This would increase the more you use magic so in theory if an adventurer practiced for ages they could levitate a lake or something but grinding that much would be boring.

Magic can effect status of objects ie heat , health, material maybe, possibly duplication/conjuration(would require amount of fatigue equal to weight of object, considering magical strength of course) and it can put forces on objects like levitating stuff or sending arrows back at archer or moving water.

You do one time things such as igniting something or heating it really high, or continous which would affect it for a certain amount of time, this could be such that if you craeted a force area upwards you could make a fountain(of magma, lol ) or an oven using heat.

It would work like (pressing the captial letters) Magic Spontaneous Single object (choose object like with talking or looking) Heat (then enter heat and it goes red numbers if u cant do it).
This is how you would say, ignite a childs toy boat or something.
Whereas : Magic Continous(enter amount of time) Area(enter area) Force Up (enter force)
can make a lava fountain.

Magic does not happen till after the step you cast it ie you walk or press [.], so that a magic user can for example move water from a pond to an empty hole by making it go up and left continously then it will create the forces when u go forward a step.

Fortress mode:
You would have magic machines such as magic harvesters which havest magic from magical fault lines or magic generators which convert mechanical to magical energy.
This gets transported across verious types of materials either through walls or a sort of wire or pipe.
Then this gets used to make magical things happen with spell machines ie a magical water pumping machine for geting water up a 1 tile gap up a tower or a boiler for making steam. These would behave as if a continous spell is cast but until the energy is cut off.
Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 17, 2008, 06:02:02 pm
The way Age of Wonders did it, magic tended to congregate in specific points known as Nodes, and depending on the alignment of the Wizard, certain nodes would generate more mana. If not nodes, a generalized system of ley-lines could determine the general points of strongest magic influence. Areas such as volcanoes would prove more suitable for casting magic of fire and brimstone, while the necromancer's tower would be totally unsuited for casting fertility magic. Other game systems to use this style of magic include Mage: The Ascension, and Feng Shui, as well as some others.
Title: Re: Generalized Theory of Magic
Post by: Mikademus on October 17, 2008, 06:06:22 pm
"Divine magic is all about healing and protective spells"

Ever played Populous? This system might actually work in DF, too. What if the object of veneration is The Player, which by worship accrues mana until you can perform a miracle now and then. Like calling down a lighting strike, raising or lowering earth somewhere etc. Then religion too would have a nice effect - the more they worship the less they work.
Title: Re: Generalized Theory of Magic
Post by: G-Flex on October 17, 2008, 06:28:54 pm
Why would divine magic be about healing and protection if the deity involved has jack to do with those concepts? Just saying.
Title: Re: Generalized Theory of Magic
Post by: Foa on October 17, 2008, 10:17:00 pm
I say Divining;... Enchanting;... Alchemy;
Stat-wise
( Rank/Strength )

So anything you may add/object/meme?
Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 17, 2008, 10:27:11 pm
Umm...divining means predicting the future...divination and whatnot.
Title: Re: Generalized Theory of Magic
Post by: StrayCat on October 18, 2008, 10:01:53 am

And who said thing about dwarves having magic? I'd figure them more Siege engining, skull-stomping, hammer-wielding, axe-tossing manic lunatics then magic users. You don't need magic to freeze someone solid when you're a dwarf. You use SCIENCE. Perhaps mixed with a teeny bit of applied magic, like alchemy, bastard child of chemistry and wizards.

 Dwarven magic is better known as short bearded guys kicking physics in the nuts.

I think dwarves should be capable of whatever the Z-level 17 they want to be capable of.
Title: Re: Generalized Theory of Magic
Post by: Tormy on October 18, 2008, 11:37:59 am
Why would divine magic be about healing and protection if the deity involved has jack to do with those concepts? Just saying.

Well yeah, you have a valid point there.  :D
Just one example:
"Shadow hunters invoke the names of dark gods, ancient powers whose legends are stained in cruelty and bloodshed, but who are also capable of benevolence when appeased."
So yeah, even destructive spells could fit well.
Basically it was my personal opinion, what I've posted about healing/protective spells and divine magic. If I think about divine or divine magic, I always connect those ideas of mine to paladins or similar "classes".  :)
Title: Re: Generalized Theory of Magic
Post by: Virex on October 18, 2008, 05:09:59 pm
To summarize and expand upon the original suggestion and several others that have come up (note, this contains a lot of my own interpretation):

Focus and Control
Magic is a form of energy that can be accessed by anyone, assuming that person has the right qualities. Two main characteristics are related to this: focus and control. Focus indicates how much magical power a being can actually call upon, and control determines it's ability to shape this raw power into something useful.

Both focus and control have a natural component, but they can be amplified in various ways, depending on the characteristics of the creature. This means that someone who has little natural focus could in theory become very powerful when given the right kind of stimulant. However, someone who's focus has been boosted strongly might not have enough control to actually shape it to their will, possibly resulting in a lot of fun.

The stimulants that can amplify control and focus depend highly on personal and racial characteristics and affinity for stimulants might develop over time. Here's a proposal of how this could be divided, though it's by no means complete:
In general, elves are more susceptible to natural substances, poetry and fine gestures.
Humans use many gestures, combined with words or sentences with mystical meaning. In general they are also more susceptible to gems and precious metal.
Dwarves are most susceptible to runes as well as different metal and stone types.
Goblins draw a lot of power from bones and meat and are also very susceptible to shiny objects.

Which stimulants a person is susceptible to is also very dependent upon their surroundings when they learn magic and what they come into contact with under pressure, though this may also affect it in a bad way.

The actual process of magic
Magic involves calling upon the free magical energy that is available and in general using one's body as a cataclyst. This means that someone with a high focus must also be able to contain and channel the energy and that the use of magic puts a big strain on the body and soul. As said, the use of magic costs as much constitution as actually doing it, though the drain is spread in another way and the mind is more capable of handling the strain.
Calling upon a God is a good way to ensure that you can channel the energy in a safe way. A god can either directly grant the request (which happens rarely) or aid the user by giving them the means to channel and contain magic needed to generate a similar effect. This means that priests relying on their gods must still be skilled in the way of magic to maximize this potential, and they need to have a very strong bond with their god, or else he might not help ;)

Using magic in this way also means that the body itself must be able to contain the magic. Magic users drawing upon the plane of fire to create a gout of fire will generally burn themselves, though the damage can be limited by feeding the magic through the fingertips or using other objects as focal points, even though it's not possible to completely eradicate the problem.

These focal points are usually light objects that can be pointed and held far from the body (for safety measures), meaning most magic users use a staff or wand (usually containing or made of a stimulant), even though a spear would also do. Pretty much any object could be used when it's in a good position or the magic user is skilled enough to channel the energy in the right way. Casters can of course aid each other by focusing their energy into the same focal points to generate effects a single magic user could not create, but this means that each of the casters must be trying to achieve the exact same effect, or else the spells will interfere.

As said, when creating a magical effect in any way, the caster must be able to imagine the process and the effect. Usually this requires a lot of knowledge, though many things can be learned through trail and error, especially when it comes to destructive effects and effects that change the properties of objects.

One last interesting thing about focal points is that it is possible to partially focus an effect into it. The spell has been evoked but not yet completed. This means that anyone who is capable of focusing enough energy into the focal point can unleash the spell. The amount of energy a magic user can focus before a spell actually "goes off" depends largely on their skill level. A champion magic user can imbue items in such a way that even someone who's completely oblivious about the ways of magic can use it.
Potions work in a similar way. They are a combination of stimulants that are known to generate specific effects in most and they are imbued with additional spells. The net effect of this combination is that the consumption of a potion will directly unleash the spells inside, at least in most cases. This also means that many potions are race specific and some are gender specific.
Title: Re: Generalized Theory of Magic
Post by: Silverionmox on October 18, 2008, 05:50:52 pm
Magic should also depend on the local circumstances (eg. performing fire magic in a swamp ought to be difficult) and the time (eg. vary with seasons and tides, lunar periods, night/day, etc.). A corollary is that the environment can be influenced by providing the right trappings, thereby opening the way for ritual magic (eg. decorating a room with skulls ought to make it more easy to call upon the god of death).

This would make magic more varied, less predictable and requires the player to pay attention to the place and time he confronts a particular obstacle.. instead of blasting it with fireballs until it disappears.
Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 18, 2008, 06:11:58 pm
Oooh...plus we'd have a nice use for all those prisoners we tend to collect. "Sacrifice Prisoner" would generate extra death energy which could be channeled for dark magic or (inefficiently) for other forms of magic.
Title: Re: Generalized Theory of Magic
Post by: Virex on October 18, 2008, 06:43:50 pm
To summarize and expand upon the original suggestion and several others that have come up (note, this contains a lot of my own interpretation):

Focus and Control
Magic is a form of energy that can be accessed by anyone, assuming that person has the right qualities. Two main characteristics are related to this: focus and control. Focus indicates how much magical power a being can actually call upon, and control determines it's ability to shape this raw power into something useful.

Both focus and control have a natural component, but they can be amplified in various ways, depending on the characteristics of the creature. This means that someone who has little natural focus could in theory become very powerful when given the right kind of stimulant. However, someone who's focus has been boosted strongly might not have enough control to actually shape it to their will, possibly resulting in a lot of fun.

The stimulants that can amplify control and focus depend highly on personal and racial characteristics and affinity for stimulants might develop over time. Here's a proposal of how this could be divided, though it's by no means complete:
In general, elves are more susceptible to natural substances, poetry and fine gestures.
Humans use many gestures, combined with words or sentences with mystical meaning. In general they are also more susceptible to gems and precious metal.
Dwarves are most susceptible to runes as well as different metal and stone types.
Goblins draw a lot of power from bones and meat and are also very susceptible to shiny objects.

Which stimulants a person is susceptible to is also very dependent upon their surroundings when they learn magic and what they come into contact with under pressure, though this may also affect it in a bad way.

The actual process of magic
Magic involves calling upon the free magical energy that is available and in general using one's body as a cataclyst. This means that someone with a high focus must also be able to contain and channel the energy and that the use of magic puts a big strain on the body and soul. As said, the use of magic costs as much constitution as actually doing it, though the drain is spread in another way and the mind is more capable of handling the strain.
Calling upon a God is a good way to ensure that you can channel the energy in a safe way. A god can either directly grant the request (which happens rarely) or aid the user by giving them the means to channel and contain magic needed to generate a similar effect. This means that priests relying on their gods must still be skilled in the way of magic to maximize this potential, and they need to have a very strong bond with their god, or else he might not help ;)

Using magic in this way also means that the body itself must be able to contain the magic. Magic users drawing upon the plane of fire to create a gout of fire will generally burn themselves, though the damage can be limited by feeding the magic through the fingertips or using other objects as focal points, even though it's not possible to completely eradicate the problem.

These focal points are usually light objects that can be pointed and held far from the body (for safety measures), meaning most magic users use a staff or wand (usually containing or made of a stimulant), even though a spear would also do. Pretty much any object could be used when it's in a good position or the magic user is skilled enough to channel the energy in the right way. Casters can of course aid each other by focusing their energy into the same focal points to generate effects a single magic user could not create, but this means that each of the casters must be trying to achieve the exact same effect, or else the spells will interfere.

As said, when creating a magical effect in any way, the caster must be able to imagine the process and the effect. Usually this requires a lot of knowledge, though many things can be learned through trail and error, especially when it comes to destructive effects and effects that change the properties of objects.

One last interesting thing about focal points is that it is possible to partially focus an effect into it. The spell has been evoked but not yet completed. This means that anyone who is capable of focusing enough energy into the focal point can unleash the spell. The amount of energy a magic user can focus before a spell actually "goes off" depends largely on their skill level. A champion magic user can imbue items in such a way that even someone who's completely oblivious about the ways of magic can use it.
Potions work in a similar way. They are a combination of stimulants that are known to generate specific effects in most and they are imbued with additional spells. The net effect of this combination is that the consumption of a potion will directly unleash the spells inside, at least in most cases. This also means that many potions are race specific and some are gender specific.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 18, 2008, 06:44:39 pm
Alright Ive seen this a lot... why do people sometimes make their whole post a quote of what was already said in the same topic? is it a way of agreeing?
Title: Re: Generalized Theory of Magic
Post by: Demonic Gophers on October 18, 2008, 08:13:36 pm
Here (http://www.bay12games.com/armok/manual.html#Supernatural)'s something worth looking at when considering this topic, for anyone who hasn't seen it.
Title: Re: Generalized Theory of Magic
Post by: Granite26 on October 18, 2008, 10:27:02 pm
Alright Ive seen this a lot... why do people sometimes make their whole post a quote of what was already said in the same topic? is it a way of agreeing?

I think a lot of times they are failing to put their comments outside of the /quote tag.

Basically markup failure and proofread laziness
Title: Re: Generalized Theory of Magic
Post by: Silverionmox on October 19, 2008, 04:32:29 am
The concept of magic is mostly based on the assumption that desires can change reality. I think that could be a good starting point.
Additionally, there can beings with that property, and their origin will have to be explained in a creation myth. Everything else follows.
Title: Re: Generalized Theory of Magic
Post by: Virex on October 19, 2008, 05:31:23 am
HEY! I didn't quote myself, now did I ???

All I did was try to modify my original post, so that might be the problem...
Title: Re: Generalized Theory of Magic
Post by: Demonic Gophers on October 19, 2008, 12:57:46 pm
HEY! I didn't quote myself, now did I ???

All I did was try to modify my original post, so that might be the problem...

It appears you hit the wrong button.
Title: Re: Generalized Theory of Magic
Post by: MagicJuggler on October 19, 2008, 03:55:09 pm
Considering the building-block nature of a large number of items in Dwarf Fortress, magic would work best as a building-block system rather than having a grand series of large spells. Dwarves are capable of primitive harnessing of the forces of nature around them (e.g. carrying caged Fire Men around to provide heating) and these tricks should be expanded upon as they wouldn't necessarily make the Dwarves a magic-centric race; importing caged ice elementals to freeze a river for damming projects would be an example of using external forces for your own good.

Alchemy in a lot of regards corresponds with basic chemistry, the idea of different items being creatable from different mixtures/compounds/etc. This is fine and good. That there are so many fantastical objects out there (such as liquid fire) does mean that there would be more opportunities to create fantastical devices, and the ability to create alchemical weapons (e.g. liquid fire grenades) or modify existing weapons (poison arrows) would be plausible.

Runeforging is perhaps the most Dwarven of magics of course; the ability to empower magic items with specialized upgrades would allow for lesser forms of artifacts. There would have to be limits though such as only runes of a minimum quality would be acceptable (e.g. normal quality runes would be tossed out as a Dwarf would never accept a shoddy rune as a receptacle of magic), and an item can only up to a variable number of runes depending on the quality of the item, and the quality of the rune may not exceed the quality of the item. Artifacts may not be given Runes that are not Artifact runes (they are already magical enough). Depending on the sphere alignment of the runecrafter, and the letters engraved into the rune (Using a form of younger Futhark perhaps), and the item that has been enhanced by the rune, the item would give a bonus. E.g. armor or furniture with Sohwilo (sun) would generate sunlight in a radius around the armorbearer by default, but a Sohwilo crafted by a darkness-aligned Dwarf might blot out the sun in an area. A fire-aligned Dwarf with Sohwilo and a weapon might make the weapon sear the flesh of undead.

Humans and Elves would have a more conventional system, perhaps based on noun-verb combinations. E.g. "Create+Fire", "Destroy+Tree", etc. This would be simpler to implement in theory.
Title: Re: Generalized Theory of Magic
Post by: alfie275 on October 19, 2008, 05:49:16 pm
Any comments on my idea?
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 19, 2008, 05:57:24 pm
Any comments on my idea?

Too mechanical.
Title: Re: Generalized Theory of Magic
Post by: alfie275 on October 19, 2008, 06:04:41 pm
The machines you mean? There just for if u dont have mages. My idea of the casting system is so theres not a preset set of spells, u cud have spells, and the player shud be able to make them.
Title: Re: Generalized Theory of Magic
Post by: Neonivek on October 19, 2008, 06:07:14 pm
The machines you mean? There just for if u dont have mages. My idea of the casting system is so theres not a preset set of spells, u cud have spells, and the player shud be able to make them.

No I mean your idea of magic is too mechanical...

Wizard: "I cast, raise ambient temperature by 100 points spell!"
Mage: "I defend myself by raising melting point an extra 50 points"
Wizard: "Ohh your good, I add two to my weapon's mass"
Mage: "Quick I must increase the surface tension of his clothing thus causing it to rip by a factor of two and then increase errosion by 52%"
Title: Re: Generalized Theory of Magic
Post by: Thymouspanis on October 19, 2008, 06:13:18 pm
There seems to be general agreement that magic should be implemented in such a way that it requires investment and sacrifice to exploit, is fundamentally related to the environment and religion, resembles in a familiar way many real world conceptions of magic, and is simple at first, but can be expanded with small or large additions that do not change too drastically the underlying system. This is a stab at coming up with a flexible, bottom-up magic system based on an equation of magic power (which I will refer to with the convenient term 'mana') to life, intelligence, and identity. The skeletal system, which I have emboldened out of guilt, is simple – the rest of this monstrous post is brainstorming about things the system would allow or ways in which it could go into detail. Keep in mind that because magic is usually an explanation for phenomena without obvious causes, introduction of distinct magic to the game brings overlaps between scientific and magical determinations for things, particularly involving religion, thought, capability, and nature; when a creature dies, for example, has it lost its soul with its heartbeat or vice versa?

Mana would be a quantifiable substance and animating force found, by those who know how to look, in all creatures, magical objects, and the environment in the form (or lack thereof) of spirits. It would come in complicated, mixable, and filterable flavors, of which every magical thing has one, that tie in to personality traits, spheres, and terrain and can differ in subtle or drastic ways. Spirits and appropriately skilled creatures (and in some cases magical objects) could magically manipulate each other and objects around them, releasing into the local area (no idea how local this should be, but I'm thinking on the scale of world map tiles) some of his/her/its mana in an amount proportional to the power of the magic being done, the magic-doer's lack of appropriate skill, and the difference in location and mana flavor between the magic-doer and the target. In other words, magical influence could be procured by practicing/studying magic, assimilating one's own mana to that of the target by manipulating either or both, increasing one's proximity to the target (touching might help), or simply hoarding a lot of mana. It might also add some depth if there are ways to exploit the mana of a third party over which one has much influence, rather than one's own.

The amount and average flavor of all mana in a world would be constant
– also fun worldgen parameters. To be perfectly clear, mana would never be regenerated for its user, and running out of or low on it would not be a common or pleasant occurrence. When mana is used or something with mana is destroyed, it becomes part of the environment and forms one or more spirits, which have locations, but no bodies or appearance, and wander around the local area, sometimes using their power to do things like enchant various features of the landscape, generate illusions, reanimate corpses, or absorb one another. The flavor of the spirits' mana in a region at worldgen would be appropriate to the local terrain. Their behavior is determined by the flavor of their mana (a phenomenon that could replace the good/evil map properties) and the more they acquire of it, the less tied to the area and the more intelligent they become, sometimes to the point where a spirit can influence people to worship it as a god. When a worshipper of a spirit dies, his/her/its mana might go to that spirit, wholly or in part, perhaps requiring a certain ritual burial/cremation. A powerful deity might invest some mana into one of its followers both to give him/her special powers and to have more direct control, or create an incarnation of itself over which it has full control.

Every species would have an ideal flavor and quantity of mana for an individual,
of which the flavor is that of its ideal environment, and the quantity generally greater for more intelligent creatures. When a creature is born, its mana is drawn from the environment, in an amount determined by what is ideal and what is available, as with its flavor, which could be filtered out, but perhaps in a smaller quantity when there is a big difference in flavor. When they die, their mana goes to their current environment, their object of worship, or a combination thereof (or maybe in some cases some sort of ghost). In this way would the magical nature of creatures relate to their environment, a species' ideal environment be determined, and more populated areas be less magical. Different species would have different tolerance for variation from ideal mana flavor and quantity, making those with more such tolerance better equipped to do magic. Unlike spirits, which are defined by their mana and change their nature with it, creatures suffer from having unnatural amounts and flavors of mana. Too little mana might make a creature less intelligent, driven, capable, caring – whatever one might associate with soullessness; too much mana might make a creature overly emotional and exerting, and some of the mana surplus might spontaneously perform magic; an unnatural flavor of mana might result in mostly undesirable physical and mental changes related to the flavor, such as blindness, hallucination, changes in size or personality, real-world medical symptoms, loss of mana over time, invisibility, even partial or full transformations into other animals, plants, or objects.

Magical objects would have magical powers triggered by their use or by magic. These powers would be determined by the mana flavor and form of the object. If an object is designed to do something, a magic one should be able to do it magically.  When infused with enough mana, things resembling creatures – statues and especially corpses – should be able to move without expending too much mana and think for themselves as an animal with as much mana would, only with less feeling. Runes could be used to 'program' an object to use certain powers under certain conditions which may not require use or knowledge of magic to bring about – for example, to make a weapon that helps swing itself. Books and scrolls would be best suited to complicated runic magic. Dwarves would invest a significant fraction of their own mana into artifacts they create (perhaps after receiving mana from an inspirational spirit). Magical objects might also show up around a fortress if dwarves accidently or otherwise make things out of trees, gems, bones etc. enchanted by local spirits. Like creatures, objects would have limited (safe) capacity for mana, perhaps determined by its material. I don't think I need to give more examples of what crazy kinds of magic objects might appear in the game.

Spells would be learned, written down, discovered naturally, and often hidden jealously. Spells that trigger a power of a target (who may not know how to use that power) over which one has magical influence would replace spells involving things like rays and projectiles, or at least be cheaper and/or more powerful alternatives thereto. There would be two or three fundamental spells for manipulating mana: the first transfers a portion of mana from one thing to another or into the environment, the cost of which depends on one's influence over the mana donor and the distance from donor to recipient (which would be zero in the case of the environment); the second is just like the third, only it filters out a specified flavor of mana, and is more costly, perhaps depending on the difference in flavor between the mana being filtered out and being expended; the third spell, which seems crude to me, but is the only way I can imagine certain desired forms of magic working, forms a mystical 'link' between one person/thing and another, which would guarantee a minimum level of mutual influence despite any variance in location or mana flavor. These links would vary in strength (effectiveness), which would be determined by the mutual influence at the time it is formed and the amount of mana expended in forming it. The disadvantage of being linked, is that influence over that to which you are linked carries over to you, depending on its strength. Links are a handy way to implement teleportation, summoning and telepathy without abandoning the distance as an obstacle for magic or forcing players as powerful wizards to move a cursor miles away. Body parts like blood, hair, and horns and frequently used objects could naturally form weak links to their owners (maybe stronger for blood). Spells that provide information would also be an important part of doing magic: these would allow you to detect collections of mana around you, depending on their size and your influence over them, and recursively to discover what they know and are linked to. One should also be able to transfer their mind to someone/something else, (spirits should be able to split their minds and directly control any number of things, but for the sake of playability I think creatures should be limited to one mind) though one should be able to simply use magic to impel someone to do something, perhaps by causing them to hallucinate. There would probably be a need for spells that prevent other spells from happening Of course, different flavors of mana would be better suited to different types of magic; I imagine, for example, that the desert would be have the best mana for magic involving sensing and illusion, and mountain mana would be particularly effective in objects, but not as much in animals.

From this system arise four extreme types of mage, of which combinations are certainly possible. The first accepts the consequences of corrupting his mana and thus forsakes his mortal from and sanity. Such a mage would be very powerful but short-lived, at least short lived as an identifiable sentience. The second, to avoid the plight of the first, takes mana from others of her own species who, by the way, make obedient if somewhat stupid minions if left a substandard amount of mana. This practice would not endear her to many. The fourth endeavors to gain as much power as healthily and ethically possible by leading a life of incessant study of magic and where to find it, only the most prudent expenditure of mana, and plenty of travel to take from a healthy balance of mana flavors and to collect existing magic objects rather than make her own. Such a life would require substantial funding, either inherited or granted from someone wealthy, perhaps procured through magical favors or promises thereof. The fourth submits himself as a pawn to one or more powerful spirits, counting on them to filter out a healthy flavor of mana to him when he needs it.
Title: Re: Generalized Theory of Magic
Post by: GaGrin on October 19, 2008, 07:01:55 pm
Personally I feel that most of the ideas here are too formulaic and fundamentally much closer to scientific systems than occult magicks.

I'm not going to directly propose anything and I imagine most of what I say will be lost in the void of the thread but I have a couple of points I'd like to get off my chest regarding my feeling on this.

While the following are statements they are only my own interpretation of what I feel is needed from a non-invasive system of magic.

1) Magic is fundamentally about dealing with things unknown or alien.  If the in and out are utterly controllable and calculatable then you haven't got a system of magic per-say, rather odd science.

2) Magic is subtle.  Clear, visible magic should be extremely rare and something that only the greatest and most terrible forces create.  Magicial effects (generally) should be subtle enough that they can be mistaken for natural occurances and likewise, natural flukes taken to be magic.

3) Magic is dangerous.  A wizard maintains control through skill and knowledge - but her knowledge is never truly complete.  Ultimately mages will become over confident and meddle with something outside their knowledge.  Power should rarely be personal, but rather come from discovery, deals with powerful otherworldly entities and ancient fundamental knowledge of existance.

3) Magic is not God.  Perhaps some may interpret this differently, I have a fundamental issue with divine action being identifiable as anything other than a great fortune or failure.  While magicians, demons and angels may practice magic I think it is important that any existing physical powers remain disconnected from any theological being.

When thinking magic think old-school.  Think Merlin, Sauron, the Faerie (and their fucked up lands); think deep powers, demons, hell - Cthulu!

If magic isn't inheriantly dangerous and/or difficult you run the gauntlet of making it everyday.  That WILL kill it, as will making it too weak or too flashy and obvious.  I support folklore, druids and spiritual leaders of all kinds in communities.  I am totally against a Gandalf in every Human town and a Legendary Runemaster in every Dwarven fort.

Adamantine is the approximate level of risk/reward I expect from magic.  Infact Adamantine is a great example of magic in the DF world.  Its a magical material used to imprison demons.
Title: Re: Generalized Theory of Magic
Post by: Foa on October 19, 2008, 09:22:09 pm
What about the sources of magic.

Title: Re: Generalized Theory of Magic
Post by: Mikademus on October 20, 2008, 04:16:37 pm
Personally I feel that most of the ideas here are too formulaic and fundamentally much closer to scientific systems than occult magicks.
...
1) Magic is fundamentally about dealing with things unknown or alien.  If the in and out are utterly controllable and calculatable then you haven't got a system of magic per-say, rather odd science.
...
3) Magic is dangerous.  A wizard maintains control through skill and knowledge - but her knowledge is never truly complete.  Ultimately mages will become over confident and meddle with something outside their knowledge.  Power should rarely be personal, but rather come from discovery, deals with powerful otherworldly entities and ancient fundamental knowledge of existance.

3) Magic is not God.  ... I think it is important that any existing physical powers remain disconnected from any theological being.

When thinking magic think old-school.  Think Merlin, Sauron, the Faerie (and their fucked up lands); think deep powers, demons, hell - Cthulu!

If magic isn't inheriantly dangerous and/or difficult you run the gauntlet of making it everyday.  That WILL kill it, as will making it too weak or too flashy and obvious.  I support folklore, druids and spiritual leaders of all kinds in communities.  I am totally against a Gandalf in every Human town and a Legendary Runemaster in every Dwarven fort.

I agree with you on most points (except that a kind of "magicness" could come from a Deity. Magic is dealing with the unknown, not evil but bizarre and Other (surreal, alien), etc.

Playing Incursion, which implements many D20 Prestige Classes, taught me about the Alienist class which is focused on just this. Though we are perhaps less interested in his plane walking abilities than his psychology and development, the description magnificently captures what we want: an interesting and unique profession with drawbacks that increase with development: 

Quote from: Indursion Wiki
There exist beings beyond the capacity of the minds of humans (and demihumans) to comprehend. Dwelling beyond the Outer Planes that define the human concept of the afterlife, these creatures are ancient, inscrutable, tremendously powerful and unbelievably alien. ... The Alienist is a spellcaster who has devoted herself wholly to the intensely esoteric practice of summoning and dealing with these beings. Most would call her a madwoman, a crazed and irresponsible cultist that endangers the safety of all of Theyra. For some Alienists this accusation is true, while others are more responsible — but no less feared or hated. The most common motive among alienists is knowledge — knowledge of concepts and ideas that cannot exist in a stable manner in our reality and thus must be experienced firsthand in order to be understood, since human languages lack the terms to express them. This search for ultimate knowledge drives many alienists to enlightenment, damnation or both.

Alienists are not, by their nature, stable beings. They are driven by inhuman desire and exposed to unknowable secrets and eldritch beings, and as a result their minds are often deeply fractured and the majority of them are no longer able to relate to their original race in any normal way.
...

* Surreal Presence — The sense that there is something faintly off, something wrong about the alienist crystalizes to a razor-sharp clarity at 3rd level, and she gains the benefit (or curse) of a constantly active spook spell as an innate supernatural ability.
* Mad Certainty — At 4th level, the alienist's fanatical devotion gives her a kind of ability to ignore physical harm and pursue her obsession with an utterly inhuman resilience even in the face of crippling wounds. She gains Toughness as a bonus feat and a +10 bonus to the Concentration skill.
* Visitation — At 5th level, the alienist may use contact other plane at will as an innate spell-like ability.
* Inhuman Allies — At 6th level, the alienist gains the ability to invoke ancient pacts between the harbringers of the Outer Rim and their Outer Ones' more modern spawn. Aberrations are neutral to her unless she breaks the pact by taking some hostile action against them.
* Feverish Obsession — Upon reaching 7th level, the alienist becomes so driven and devoted that she develops an inhuman kind of vigor, working beyond the established limits of the human body. She thus regenerates fatigue points just as dwarves do.
* Psychic Mortification — At 8th level, the alienist's mind has become so scorched by outer horrors that mortal traumas no longer have the ability to damage it — her Intelligence, Wisdom and Charisma are sustained at 5 points each.
* Sanity-Blasting Spellcasting — At 9th level, the alienist's methods of spellcasting are so otherworldly and alien that any creature of CR 7 or lower who sees her cast a spell takes 1d2 points of Wisdom damage.
* Distant Apotheosis — At 10th level, the alienist becomes a fundamentally alien creature herself, developing trememdously increased physical resistance. She gains immunity to critical hits, no longer needs to breathe or eat and does not age.

I say, a crazed unpredictable dwarf going increasingly strange until he is actually harmful to be around sounds like the perfect not-directly-controllable neither-good-not-evil DF-styled inhabitant!
Title: Re: Generalized Theory of Magic
Post by: GaGrin on October 20, 2008, 05:33:19 pm
I think deities should remain matter of faith.  While I'm more than happy for various entities to attribute their power to a deity or item of faith I think it should always remain possible to interpret that same event differently.

Obvious and direct links of super-natural power to Deities makes them matters of science in the world and no longer matters of faith and theology.  This, in my opinion, will weaken the position of religion by confirming the existance of those beings rather than leaving it upto the individuals.