[MUD-Dev] Magic as Metaphor

Jon A. Lambert Jon.A.Lambert at ix.netcom.com
Sat Mar 14 00:02:10 CET 1998


On 12 Mar 98 at 19:55, J C Lawrence wrote:
> On Thu, 12 Mar 1998 16:07:50 PST8PDT 
> J C Lawrence<claw> wrote:
> 
> > http://www.vuw.ac.nz/~jay/nephilim/metaphor.html
> 
> > Magic as Metaphor
> > An Alternative Magic System
> > by Jamie Norrish, 1995
> ...deletia...
> > Sorcery is a general term which covers the processes by which
> > Nephilim change reality as they wish, by drawing on the power of
> > Ka. The individual procedures can also be generalised more
> > descriptively by examining how Nephilim conceive of these changes to
> > reality. Firstly, of course, the Nephilim must decide upon a change
> > to effect. Then, as comes naturally to Nephilim, an appropriate
> > analogy for the situation is thought of. This might either derive
> > from their own experience, or from an external source, such as a
> > grimoire (this is essentially the difference between inscribed and
> > non-inscribed spells; see below, Inscribing Spells). Having created
> > in its mind the analogy, the Nephilim then imagines the change it
> > wants, and uses its abilities (and the energy of its simulacrum) to
> > effect that change in reality.  Essentially, the Nephilim forces
> > reality to conform to the analogy in its mind - magic is metaphor.
> 
> This does of course beg the question of whether the system could be
> adtapted to no longer require an external GM/moderator/judge. 
> Lambert I seem to recall is using a variation on a sympathetic magic
> system which is not entirely alien to the above, ("the spell has the
> hardness of the rock you have in your hand, and the heat of the fire
> you beside...).  Comments?
> 

I'm not familiar with the Nephilim magic system.  I haven't posted 
much about magic systems other than on the threads related to 
alchemy and deity systems.  

The magic system I'm implementing is based on Rolemaster.  Rather 
than explain Rolemaster, which some are familiar with anyhow, I'll 
just give the gist of my implementation.  

There are two types of magic, channeling and essence.  Channeling is 
the transference of power by communion with deistic entities.  
Oracles, priests, healers and sorcerors typically derive their power 
via channeling.  Channeling involves an exchange of energy and 
always has two costs to the caster.  The first cost is power points 
(much like typical mud mana implementations), although the caster 
may determine the amount of points to be spent in casting.  The 
second cost depends upon the spell and/or the entity channelled from 
and is paid in material, physical, mental, ritual costs.  These 
secondary costs may be paid by personally by the caster or by 
others willingly (or unwillingly).  Channeling can also be practiced 
and coordinated via a group effort.  Channelers can willingly share
power points with others and can even combine costs to cast spells of 
greater effect than they could on their own.

Essence involves the tapping of aether by the caster.  Aether is the 
substance from which all things are made.  Free Aether is quite rare 
but the most basic elements of air, water, fire and earth are the 
simplest and easiest elements manipulated and comprise the 
majority of mundane magic.  Aether is also known as Anima Mundi to 
those of the hermetic/alchemical bent.  Mages, mystics, illusionists 
and alchemists typically derive their powers via essence tapping.
The caster converts aether into energy, such energy can be the 
kinetic manipulation of base elements, alchemical building of more 
complex objects, and other more subtle forms.  The cost is identical 
to the first cost of channeling and is also expressed in power 
points usage.  There is usually no secondary cost, although some 
spells may require material components.  There are also personal 
risks associated with overcasting or miscasting of spells. One risk 
is associated with frequent tapping and casting from too-pure 
pools of aether.  This is known in mage circles as "tap addiction".

For both types of magic, the available spells are organized into 
lists of related spells of increasing rank or power.  Some of these 
lists are held in secret by various cults and guilds and are not 
easily available.  When the opportunity arises to develop one's 
character, character development points are used to purchase portions 
of spell lists.  The costs vary widely and are primarily dependent 
upon the character's adolescent social and cultural upbringing and 
local availability and willingness of mentors.  

Spells are somewhat analog to the power point expenditure of the 
caster.  For example, my "Summoning spell list" contains 18 
spells ranging from rank 1-50 of ever increasing summoning power.  
Spell rank is also the minimum cost to cast a spell in "normal" 
situations.  Situational modifiers to casting are very similar to my
action/static maneuver penalties and additions which I detailed in an 
earlier post.  In addition to knowing specific spells (skills), the 
casting of them may be inhibited or enhanced by possessing additional 
category skills based on the type of spell.  For instance casting 
a fireball would be greatly helped by having the "directed/targeted 
spells" skill.


Well that's the basics, FWIW. :)

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