Saturday, January 1, 2011

Happy New Year!

Wow. The holidays were great, but I have let my design fall a bit behind schedule. It is not all bad, as the time of reflection led me to much deeper understanding of how magic, and particularly elemental magic, would work. Unfortunately, it is now a very complex mess in my head. I want to convey all the steps from basic to advanced elemental magic use in a logical progression, so I'll start with the smallest bit and work my way up.

For those of us who have studied some Quantum Mechanics or String Theory, this should flow pretty well. Once you get to the sub-atomic world, there are many forces and processes we still don't understand. This is not the blog for working those issues out. Instead, I want to clarify raw magical energy in terms of quantum, or waves of energy in a complex design. As we theorize that certain quantum particles pair and form larger particles (electrons, protons, neutrons) based on their characteristics (spin, charge, color) or that all matter is actually formed ultimately by extremely short waves of energy (string theory), we can inject another such string or quantum, and call it magic (elemental). These usually latent bits of magic can be energized to several set states of energy (and usually fluctuate between these states in an unpredictable fashion).

We could theorize for centuries how exactly the spellcaster can manipulate with thought the highly energized magical bits to do the caster's bidding, or how spirit magic works seemingly independent of elemental magic. There may never be a Grand Unified Theory of Magic to bring it all together, and we do not fully need one, as long as the physical results of manipulating magic follow a consistent and predictable path. The key is understanding the states of matter and how they relate to the final desired outcome of magical spells. Certainly, exciting a piece of paper to ignite is easier than transforming the same page to a sheet of copper. When we accept that magic is a force that can transform the atomic structure, we simply have to determine how much energy is required to effect the transformation and back out of the process to the caster. Is it easier to fall back on the imagination of others or spells we already know from other games. Absolutely, but I think that this will get easier once we develop the core mechanics of how these spells are brought about.

To that end, I am taking the tack that elemental magics were discovered in a process that started with raw magical ingredients found in nature and slowly moved through potion making and specialized tool making to rituals of power. Certainly, we already know how intelligent races use herb and other beneficial elements they find in nature. Add to this magical ingredients, and ultimately magical tools, to facilitate the process and potions and spells will come forth. Also, magics based on different environments would also be more true to the eventual reality. Magical uses of ice wouldn't be discovered in the desert, but their would be spells involving sand or heat. So alchemical knowledge is very specific to the terrain/culture of the mage. Mages from the desert would know dozens of uses for sand in spells, but might be at a loss on an icy tundra. Here, we see the importance of material components. Defining what natural ingredients will facilitate spells (or potions for that matter) is critical to defining the availability of elemental magical power. Certainly, items that already have a constant magical nature (unicorn's horn, dragon's lungs, magical water, magical stone, etc) would have the highest usable state of magical energy.

Mundane water, earth, air, etc would have the lowest state of magical energy (some could have absolutely none-like electromagnetic metals, which repulse magic). The question becomes how the mage can obtain the required materials. I'm leery of unbalancing the game, or simply being unrealistic to the level of magic necessary to populate a world with fantastic creatures and races.

What I am not uncertain about is that the races first discovered helpful herbs and materials, then learned how processing them (with and without magic) made them more beneficial.  So, it stands to reason that I'll start with that and see where it leads.

Before I leave the topic, I want to back out to the world history view. Certainly, the alternate earth that we now consider will have many different races and species not found on our earth. Determining when and where these races rise to civilization, how they develope beyond that, and how they conflict with other cultures, will be a large task. Ancient cultures of our world may have been bolstered to survive longer or meet quicker ends with the use of magic. Defining how elemental magic proliferates will go a long way to determining some of these trends. On the other hand, we can already see that spirit magic will raise the Pharaohs to true gods, along with numerous ancient cultural leaders who will follow this path to everlasting power. Whether this prolongs their culture, or leads to implosions as factions fight for power, is part of development of cultures not clearly addressed in past gaming systems.

There is little doubt that the first God-Kings would not welcome their mortal successors, and the conflicts between different religious factions will be a fertile bed for adventure scenarios. Who can judge the real staying power of some religions? Countless such cultures have come and gone in our world, but faith may be stronger with the advent of spiritual magic. Indeed, ancient gods (a Sumerian god of war, for example) may have much more lasting power in our alternate earth, prolonging the society that spawned it.

That is fun for another day.

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