Sunday, February 6, 2011

Beginnings of Elemental Magic

As higher intelligence came to the races, each race started to be more analytical of the world around them. Elemental magic, much like science, started first with defining the known world. The classical elements they defined were Earth (sometimes further divided between Stone and Metal), Water (and Ice), Air, Sun (also Heat or Fire), and Magic. Unlike our world, the fantasy world would consider Magic as a natural element.

Magic would, for many early thinkers, define events that would later be defined by other elements and processes. Magic being found in all other elements in limited amounts would excite many early thinkers to focus on it.

Each race would have its own discoveries. Many races would specialize in magics best suited to their local environment.

Starting with basic combinations of elements in the form of compounds or potions, or with accidental discoveries of the power of will to influence magic, basic magical spells would develop.

The much more common and older Spiritual Magic establishment would completely overshadow the early centuries of Elemental Magic. In many places, the powerful Spiritual Magic Establishment would try to crush the upstart Elementalists (Dark Ages of Elemental Magic).

Magic, of course, is not a fad. The power of early Elementalists inspires many more would-be mages. Over time, the elementary level of spellcasting is defined in several different cultures independently. As magic is an elemental physical force, it works the same wherever the mage learns it.

Beyond the basics, there is much to be said for the application of imagination by various researchers in discovering new spells.

From a game rules standpoint, I am starting with the basics that each researcher would discover first, then demonstrate some advanced forms. These basic spells represent what researchers would most want from magic and are crude and simple. Later advanced forms will emphasize skill and art in casting.

So, here is a short list of the traditional uses of magic through spellcasting (non-clerical):
1. Resist damage or shield.
2. Project damage.
3. Effect perception or influence minds.
4. Create light or flame.
5. Repair or heal.
6. Detection
7. Create materials from nothing
8. Apply force without damaging (unseen servant, hold portal)
9. Summon/control animals/creatures/demons
10. Animate undead/bind spirits to items.
11. Control intelligent beings.
12. Clarification (Comprehend languages, Identify)
13. Effect weather.
14. Enhance abilities or attacks in melee (short lived boosts)
15. Physically alter substances.

These are just a few that I have quickly thrown out to show the variety of goals different researchers might have. The important thing to understand is that most of these would be common desires in any culture. Thus, each culture would find a way to make this work using the material components of their environment.

To be clearer, there is more than one way to cast the same spell effect. You might wave your arms differently, say different phases, and use different materials, but the end result would be the same. X amount of material will produce x amount of outcome for someone with y amount of skill. So, when basic spells are defined, they only describe the casting in terms of the variables that the caster can use to achieve the desired result. Specific activation phrases, somatic motions and material components are not usually listed specifically until more involved rituals and castings are learned.

As noted in the previous post dealing with material components, the fire mage could use the same types of fuels to cast a wide variety of spells. The mage's skill allows the mage to collect the energy mentally and form the spell. The fire mage would not be able to use water as fuel, like the water mage would or wind like and air mage, etc. But many of the same spells could be cast by each type of learning. Once the magic is in the mage's control, forming the spell is very similar.

Magic is everywhere, the key is to determine how each culture would most likely access it. For instance, humans would more likely find magic through fire, air or music (bard), than through water. There is nothing to say there are not human water mages. There are, but there may not be any sea elf fire mages. It has to improve survival opportunities to become commonplace. Quirky hermit mages may study anything, but larger support and training opportunities would be with the more common types.

Could mages find their inspiration for the sun? moon? stars? darkness? life? death?   Of course. The mage may believe their power comes from the moon, but it is more likely air magic. It would be the lack of perception on the part of the mage to not realize this. Naturally, the mage might have a significant confidence bonus when the moon is out due to cultural bias.

There are many different ways to package magic schools and teachers which are largely based on culture. As mages advance to mastery, they do not require material components to cast spells. Instead, the material component is simply providing additional power to the casting. From this perspective, it doesn't matter where the original learning to convert materials from came from, but the mage that can learn how to convert different sources is more versatile.

Please note that mastery is slow to come about, and mages will always want any edge they can find. Indeed, the finest schools would probably offer teaching of many different 'schools'.

Of all the design concepts we have discussed, this is the hardest one for me to finalize. It may be that the final product is different from what I am stating here, but that is why I have saved this for last. In our world, so much information is now world-wide, that it is really hard to envision a world where knowledge and learning are very different from culture to culture, region to region. Throw in magic and mythical races, and how well information spreads is very clouded.

Trade, that would normally facilitate the spread of knowledge (or at least information), is hindered in so many ways. Certainly, one of the big strengths of early empires would be the heightened trade activity within its borders. In my own world design, these empires are critical to the development of elemental magic knowledge. Not only does it require a large number of food producing citizens to facilitate a mage economically, but the intelligence needed to cast magic is very high. Libraries and schools (university is too big a concept) for magic knowledge would be rare anywhere there was not a huge civilization to foster them. Furthermore, the churches would not harbor a threat to their supremacy, so it wouldn't happen everywhere. Sparta would not have a mage school, for instance.

The rise of a mage-led empire could be a possibility. Just as likely, secret societies of mages could form to share knowledge. The only certainty is that elemental magic is too powerful not to find success and a place in most societies at some point.

Regardless of these developments, the spells in game terms should follow a logical progression of increasing difficulty to cast. Where I had originally wanted a specific formula for each spell, I now see magic spellcasting as a skill of the intelligent mind. If the mind forms it, then the source doesn't need to be specific. The source just needs to be within the spellcaster's experience and skill.

What does occur to me is that some magical 'schools' would be easier to learn in than others. It is always easier to destroy than to create, so teachings based on fire or death which consume or destroy would take less effort than earth, water or air type magics. Life or transcendent magics that see magic for what it is would be much more difficult to learn. This would also explain why more primitive cultures would first develop fire or death magic before others.

In some cultures, elemental magic would be viewed as another gift of the gods and part of the mother church. In others, power is power might rule the culture. Again, the gamemaster will determine what advancements and cultures exist in their design. I'm trying to show many different takes on the same material to help in designing cultures for all the non-human races that should exist in a fantasy world.

In conclusion, I will design the elementalist spells to follow in a manner that allow destruction and consumption easier than creation and life. Also, deception will be easier than clarification for spells that effect the mind. Summoning and binding spells will be more difficult on a scale from simple creatures to intelligent beings. Binding spirits will be very tricky and advanced, so controlling intelligent undead/demons will not be remotely basic.

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