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My [Revised] Magic System

Discussion in 'Original Fiction Discussion' started by Andrela, Feb 5, 2013.

  1. Andrela

    Andrela Plot Bunny DLP Supporter

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    First, an explanation for the mods as to why I'm creating a new thread:
    The magic system I am creating has been completely revised and has almost no connection to it's previous version.
    The setting and plot has been strongly changed as well.
    Furthermore, if I simply posted the new version in the old thread, new users who have not seen the older version yet, would confuse the two and assume that they are one and the same.
    I seek to avoid that (mostly because I'm looking for feedback and if one has conflicting information, one cannot give good feedback).

    With that hopefully taken care of, here is what I wrote:



    REVISED Astraa Magical System

    ***

    Laws of Magic

    First Law of Magic - Magical Corruption cannot be reversed in any way.

    Second Law of Magic - Living beings cannot be conjured.

    Third Law of Magic - A dead body cannot be brought back to life.

    Fourth Law of Magic - Magical Time Travel increases the age of the travelling object, regardless of its destination time.
    (if you travel one year to future/past, your body will age by one year, but your mind will not).

    Fifth Law of Magic - Backwards Magical Time Travel causes Timeline Splits.
    (if you go back in time and kill your father, you have created a new timeline and the present you came back from is not affected)

    Sixth Law of Magic - Some metals cannot be conjured or trans-mutated, as they affect magic themselves.
    They also cannot be trans-mutated into from other objects.

    Seventh Law of Magic - Magic is not exhausting, one cannot become tired using Magic.
    A person can cast spells without rest until death from Magical Corruption.

    Eighth Law of Magic - Everyone with the ability to speak, can use Magic.
    Mute people are naturally at an disadvantage.

    Ninth Law of Magic - Magic is not cast from the hands of the caster, or any single part of his body.
    Instead, the caster has to mentally focus on a body part to act as the spell release.
    Alternatively, the caster could simply add a target to the spell incantation, which would work just as well.
    If the caster fails to either focus on a body part or add a target to the incantation,
    then the spell will either not work properly, or be cast on the caster's entire body.

    ***

    Magical Materials

    As the Sixth Law of Magic states, some metals cannot be conjured or trans-mutated using Magic.

    This is because these metals are resistant to magic, which means that whatever spell is used on them, it will work with a lowered percentage.
    If for example Mercury has 40% Resistance to Magic, then the effectiveness of each spell cast on it, will be 40% lower.

    Antimony - 6% Resistance to Magic.
    Rhenium - 9% Resistance to Magic.
    Technetium - 13% Resistance to Magic.
    Bismuth - 18% Resistance to Magic.
    Copper - 25% Resistance to Magic.
    Ruthenium - 29% Resistance to Magic.
    Rhodium - 34% Resistance to Magic.
    Polonium - 37% Resistance to Magic.
    Mercury - 40% Resistance to Magic.
    Silver - 48% Resistance to Magic.
    Osmium - 51% Resistance to Magic.
    Palladium - 59% Resistance to Magic.
    Iridium - 68% Resistance to Magic.
    Platinum - 75% Resistance to Magic.
    Gold - 80% Resistance to Magic.

    ***

    Spells

    Spells are composed of three elements (four if we are adding a target).
    These elements are:

    1.Pillars of Reality.

    Pillars of Reality are four modules which act as the basis of the universe.

    These are:
    A. Matter - Ados
    B. Space - Utto
    C. Energy - Naro
    D. Time - Eogt

    They form the most important part of the spell: The one which determines the nature of the spell.
    They also determine the power level and corruption level of the spell (Refer to the file on Magical Corruption).

    Because we want to make a Fire Creation Spell, we need to choose the Pillar of Energy.

    Our spell so far: Naro(Energy)

    2.Desired Actions.

    Actions determine what our spell will do to achieve the Expected Results.

    Here are some examples:
    Create - Ata
    Destroy - Duwia
    Heal - Nolpa
    Remove - Eduke
    Bring - Rewo
    Accelerate - Eskle

    Because we want to make a Fire Creation Spell, we need to choose the Create action.

    Our spell so far: Naro Ata(Create)

    3.Expected Results.

    Expected Results determine what our spell will actually achieve.

    Some examples:
    Water - Kalo
    Fire - Hra
    Light - Tcho
    Stone - Rlas
    Speed - Gzup

    Because we want to make a Fire Creation Spell, we need to choose Fire as the result.

    Our spell so far: Naro Ata Hra(Fire)

    The spell is ready to be used and once it is used, magic will create fire for us.

    4.Targets (Optional)

    Target can be added to focus the spell on a single object or area.

    Target - Ezo+[NAME]

    The name of the target needs to be specified.
    For example, if we want to use the Fire Creation Spell on a single stone, then we must say "Naro Ata Hra Ezo(target) Rlas(stone)"

    Area - Larzis+[RADIUS]

    Like with a target, when we want our spell to affect a certain area, we need to state the radius.
    The Astraa Magic System uses Xjal as its measuring unit for covered space.
    One Xjal is One Square Meter.

    Therefore, if we want to affect 10 square meters with fire, we must say "Naro Ata Hra Larzis(area) Xjal Olpi(10)"

    A common question among rookie spellcasters is "Why the words in the spells have to be in that exact order? Pillar-Action-Effect"

    This is becuase in the Astraa Magical Language, a spell such as the Fire Creation Spell: Naro Ata Hra,
    does not translate to "Create the Energy of Fire", but rather "Using Energy, Create Fire".

    ***

    Magical Corruption

    Magical Corruption is a process that slowly, but permanently infuses the body of the spell-caster with the spells he casts too much.
    For example: If someone uses too many stone-based spells, then his body will slowly, but irreversibly turn into stone itself and die.
    This is why magic is not overused by smart people who want to live longer.
    Several people attempted to use countering spells to nullify this, for example using Water Spells to counter Fire-Based Magical Corruption.
    However, magic does not work that way, you can't reverse corruption. Such people end up then with two types of corruption at once.

    Every spell deals a specified, permanent amount of Body Corruption to the body of the caster.
    Body Corruption is represented by Cutma units (Ct).


    A normal, healthy Dralo body can withstand a total of 800 Ct in its lifetime.
    A normal, healthy Human body can withstand a total of 1000 Ct in its lifetime.
    A normal, healthy N'mya body can withstand a total of 1100 Ct in its lifetime.
    A normal, healthy Virhe body can withstand a total of 1300 Ct in its lifetime.

    The additional, negative effects of Body Corruption on a Human:

    0-100 Ct - Normal
    100-150 Ct - Increased need for sleep, decreased focus, ill appearance.
    150-300 Ct - Graying hair, frequent toothaches.
    300-450 Ct - Hair falling out, teeth breaking apart, problems staying awake.
    450-600 Ct - Skin visibly old and peeling, small problems with eyesight appear.
    600-800 Ct - Muscles visibly weaker, large problems with vision, problems with hearing and taste appear.
    800-999 Ct - Immune system greatly weakened, blindness, problems with moving, frequent pains across the entire body.
    1000 Ct - Death.

    Here is how to calculate the Body Corruption.
    First, we need to know the following:

    Spell Power - measured by Eldis units (El).
    Spell Corruption - measured in Yvtar units (Yv).
    Spell Functions - represented by Daas units (Da).


    [1st Law of Magical Corruption].
    Spell Corruption number (Yv) multiplied by Spell Functions number (Da) gives Body Corruption number (Ct). [Yv * Da = Ct]

    [2nd Law of Magical Corruption].
    If Spell Power number (El) is increased by a specified amount, then Spell Corruption number (Yv) is increased by the same amount. [El + 1

    gives Yv + 1]

    [3rd Law of Magical Corruption].
    The Original Yv and El numbers can be increased, but not decreased.

    The ORIGINAL NUMBERS of Spell Power and Spell Corruption are determined by the Spell's chosen Pillar of Reality.

    Space - Utto - 1El, 0.5Yv
    Energy - Naro - 2El, 1Yv
    Matter - Ados - 3El, 2Yv
    Time - Eogt - 4El, 4Yv


    Example Spell.

    Fire Creation Spell - "Naro Ata Hra" - "Using Energy, Create Fire"

    NORMAL:

    Spell Power - 2El
    Spell Corruption - 1Yv
    Spell Functions - 1Da (Create Fire)

    1Yv * 1Da = 1Ct

    DOUBLED POWER:

    Spell Power - 2El *2 = 4El
    Spell Corruption - 1Yv *2 = 2Yv
    Spell Functions - 1Da (Create Fire)

    2Yv * 1Da = 2Ct

    ADDED FUNCTIONS:

    Spell Power - 2El
    Spell Corruption - 1Yv
    Spell Functions - 2Da (Create Fire, Create Light)

    1Yv * 2Da = 2Ct

    DOUBLED POWER AND ADDED FUNCTIONS:

    Spell Power - 2El *2 = 4El
    Spell Corruption - 1Yv *2 = 2Yv
    Spell Functions - 2Da (Create Fire, Create Light)

    2Yv * 2Da = 4Ct


    ***

    Magic and Mass

    Mass is measured in Ziltra Units (Zi).

    If mass of the object is higher than the mass of the body of the caster,
    then the number of the additional mass is converted to power (El) and added to the power of the spell.


    1 Zi = 0.5 El

    If the mass of the object is lower or equal to the mass of the body of the caster, then spell power is not increased or decreased,
    because the Third Law of Magical Corruption states: "The Original Yv and El numbers can be increased, but not decreased."

    Example: If the body of the caster is 90 Zi and the object he is trying to transmutate is 120 Zi, then 30 Zi of additional mass is converted.
    Since [1 Zi = 0.5 El], that gives [30 Zi = 15 El].
    Of course, once the the El (Spell Power) number is increased by this addition, then the Yv (Spell Corruption) number has to be increased as well,
    because of the Second Law of Magical Corruption:
    "If Spell Power number (El) is increased by a specified amount, then Spell Corruption number (Yv) is increased by the same amount."

    ***
    The Magical Mind Resurrection Method.


    While dead bodies cannot be brought back to life,
    the mind of the recently deceased being can be brought back to life and placed in a new body.

    However, these conditions must be met:

    1.The brain of the dead body has to be intact.
    2.The death wasn't caused by Magical Corruption.
    3.Another living being is sacrificed.
    4.The living body has to be the same species as the dead body.
    5.The living body cannot have more than 200Ct.
    6.The switching procedure has to happen no later than 3 hours after death.


    If these conditions are met, then the mind of the living body is completely erased and replaced with the mind of the dead body.

    However, the final effect will last only 100 days, at which point the mind has to be transferred to a new body once more.

    NOTE: The Mind Resurrection does not work if both bodies are alive.

    ***

    Enchanting and Fusion.


    Note that the regular laws regarding spells and magic (power, functions, corruption, mass) are also present in enchanting and fusion.
    Additionally to those laws, the following are in effect:



    Enchanting Objects.

    1.Magic-Resistant Metals and Living Beings cannot be enchanted.

    2.If an object has two enchantments that contradict each other, then the object is destroyed.

    3.The higher the mass of the object, the higher the power of the spell required for the enchantment.

    4.If the object already has enchantments, then their number is added to the number of the power of the spell.

    5.The higher the strength of enchantment, the higher its radius and the power required to make it.

    6.Enchantments are permanent and cannot be reversed even if the object is transmutated or fused with another object.



    Fusing Objects.

    1.Magic-Resistant Metals and Living Beings cannot be used in fusion.

    2.The bigger the mass of the objects, the higher the spell power required to fuse them.

    3.The higher the number of Enchantments of the objects, the higher the power required to fuse them.

    4.Mass of two fused objects is equal to the mass of the finished product.

    5.Fusion is permanent.

    6.If two objects have magical properties (enchantments) and are fused, then these properties are added together.
    However, if these properties contradict each other, then the finished product is destroyed.

    ***

    The Races


    The Virhe.

    Virhe are a bird-like species.

    Their bodies are covered with milk-white feathers, especially on their magnificent wings.
    They are shorter than human beings.
    Their eyes are purple.

    Virhe live high in the mountains.
    They have a deep affection for magc, which caused them to become pioneers in unraveling its mysteries.
    This isn't surprising, especially when their very high Ct limit (1300) is take under the consideration.

    Virhe also have a high demand for magic-resistant metals, with gold being the top priority.
    They seem to enjoy various gemstones which are used by them for decoration.
    However, they have no mining skills of their own, which is why they signed a Trade Treaty with the species of Dralo.
    Dralo are the top exporters of Metals and Gemstones, so this treaty is highly reasonable.

    In turn, the main export of Virhe are their feathers, which possess incredible properties when prepared with other ingredients.
    They are most notably used for creating Sleep-preventing potions, used by people with Magical Corruption problems.
    The biggest buyer of these feathers is the N'mya species.

    The most dominant religion among the Virhe is Fourism (75% of population).

    Virhe are a population of philosophers, artists and writers.
    Their schools are world-renowned and attended by members of all four races.

    Virhe also have a high percentage of scientists in their society.

    After the Arrival of Humans, Virhe were interested in their theories as well as their technology.
    Especially Steam Power and Gunpowder.

    Virhe have a matriarchal society with their nations being usually monarchies ruled by Queens.

    Although, one rogue state went through a bloody civil war recently and is now an Empire ruled by a male Emperor.
    This Empire is looked down upon by other Virhe nations.



    The Dralo.

    It is very hard to find a spot on the bodies of Dralo that is not covered by thick, black fur, with their tails and pointy ears no exception.
    Most notable are their blood-red eyes, which seem to have an otherworldy glow in the dark.
    They prefer colder areas and as such are mostly found in the northern lands of the world.
    When compared to human beings, Dralo are considerably taller, about a meter average.

    Dralo are naturally suspicious of everything and everyone. They are mockingly called the "paranoid species".
    It isn't fear or ingorance that causes this, rather a strong sense distrust.

    It takes many years for them to begin trusting someone.
    There are exceptions though, such as their membership in the Trade Trinity.
    (The Trade Trinity is a loose trade treaty signed between N'mya, Dralo and Virhe.
    Virhe sell feathers to N'mya, who sell Redfruit to Dralo, who sell gemstones and metals to Virhe.)
    However most Virhe scholars suspect Dralo involvement in this alliance is simply their intellect fighting their natural paranoia.

    The Dralo are world-famous for their incredible mining skills and the quality of the metals and gemstones they export.
    They never allow any non-Dralo people to enter their mines, which are rumored to have entire hidden cities beneath the surface.

    They have the lowest Magical Corruption Limit (800 Ct) which does not seem to bother them in the slightest,
    as it is rare to see a Dralo without an armor of either silver, gold or both.

    Very important to note is their unexplainable love for the taste of the rare and expensive Redfruit, which grows only in N'mya territories.
    Redfruit is a spherical fruit, with a dark, red skin and a pink gel-like substance inside.
    That substance is extremely spicy "hot" to other races, but Dralo describe it as "salty".

    The most dominant religion, or rather lack of one, is Voidism (60% of population).

    Dralo are a population of physical workers, miners, engineers, constructors and blacksmiths.

    After the arrival of humans, Dralo immediately declared them to be untrustworthy,
    citing the suspicious speed of the spread of humans around the world.
    That did not stop them from stealing and replicating human technologies.
    Today, underground explosions can be heard in Dralo territories and most people are concerned what exactly they are doing down there.

    Dralo society is strictly democratic, with leaders changing every year and allowed only one term per lifetime.

    Their justice system is somewhat original, in that they do not imprison or kill their criminals, but simply exile them from their nations.



    The N'mya.

    To a human, N'mya look like a humanoid snake.
    This is only partially true however, because while they have a big tail instead of legs,
    the upper part of their body looks human with two hands, albeit it is also covered in blue scales like the rest of body.
    The N'mya have no hair of course and their eyes are always blue in various shades.
    The two horns on their heads are usually white, though some individuals were found with gray horns.
    The size of N'mya is about the same as Human.

    N'mya prefer warmer areas and as such live in the southern lands of the world.
    They seem to care strongly about nature, especially plants. Though animals find safety in their hands as well.
    Their farming, gardening, animal breeding and medicine are unmatched.
    N'mya doctors are employed around the world, except in Dralo nations, where no outisder may enter.

    Their Magical Corruption Limit (1100 Ct) is higher than Human, but still lower than Virhe.

    In the past, all N'mya were cannibals, however, after the King of Kings began to rule,
    he passed a law that made it possible to eat only criminals and the recently deceased.
    This in turn started the trend of many N'mya becoming lawyers.

    The main import of N'mya are the Virhe feathers, which are used by the snakes in making potions.
    The most popular potion is the Sleep-Preventing Potion, that is bought en-masse by people affected by magical corruption
    (which causes great need for sleep).

    In export, the N'mya sell the Redfruit to Dralo, as the black-furred are the only species to actually eat them.

    Another thing they are very famous for is their food.
    N'myan kitchen is apparently extremely tasty and they seem to have a natural instinct
    which tells them what food will be enjoyed by their guests.

    The most dominant religon is Astraanism (80% of population).

    N'mya are a population of animal breeders, gardeners, farmers, doctors, chefs and lawyers.

    They were the first species to discover humans when the latter emerged from a single island and started their global spread.
    While they are interested in gunpowder, they banned the use of steam power in their lands, citing concerns over burning too many trees.
    They also have shaky relations with Humans, after the latter started cutting down too many forests.
    The situation was not improved when several human ambassadors were found poisoned near N'mya territories.

    N'mya society is ruled by several kings, who in turn all answer to a Higher King of Kings, which unites all N'mya Kingdoms.

    In their justice system, N'mya eat their criminals.

    -------------------

    Bonus: world's religions.

    Fourism - The belief that the Four Pillars of Reality are actually four gods.

    Multiunity - The belief that the multiverse exists and has a single god controlling all of it.

    Astraanism - Worshipping magic as a goddess.

    Voidism - Lack of belief in any higher powers or meaning to existence.

    Percentage of religions among the various races in the world:

    Virhe - 75% Fourism, 5% Multiunity, 15% Astraanism, 5% Voidism.
    Dralo - 4% Fourism, 34% Multiunity, 2% Astraanism, 60% Voidism.
    N'mya - 10% Fourism, 9% Multiunity, 80% Astraanism, 1% Voidism.
    Humans - 20% Fourism, 62% Multiunity, 8% Astraanism, 10% Voidism.

    World - 27.25% Fourism, 27.5% Multiunity, 26.25% Astraanism, 19% Voidism.

    ----------------------​
     
  2. Nauro

    Nauro Headmaster

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    This reads like from some RPG rulebook, yet without any rolls written out. The curruption points are actually saddening - they mean that you can get out a thousand spells at best, and your life is over.

    That means that as you aprientiece under someone he can't spend time showing you any examples, not you have time to attempt something a couple of times.

    Meaning that the people who actually decide to go and die while spellcasting are from the madmen and visionaries.

    And most of them die, since after using the spells for a while it doesn't look that you're not going to have a temptation to use them. Much more apparent flaw is because you're never actually sure about the numbers themselves, and can't say if you have a hundred spells left, or just twenty.

    Magical duels have to be decided with one strike. That means if someone raises a shield, the other one simply runs away - wasting attacks against any sort of shields looks impractical.
    Actually every duel should be very minimalistic, and preferably done without magic at all. Unless you are very young, stupid or with strange convictions.


    The langue for the spells themselves reads strange. How did you produce the words?
    I'd suggest taking some obscure language as a base and stripping off the bare nesecities.

    Books and theory on magic should be rather easy to find, compared to anyone who would produce a live presentation - learning by dong is considerably more complex.

    The wizards might end up researching a spell that summons swimsuit models for so long that by the time they try to cast it, it turns out that there's nothing to please these models with, if you know what I mean.


    As for anything else - there were far too many numbers. The names - most of them are unmemorable. The religion numbers do not realy say anything more than saying what the main religion would.

    I mean these can be your notes, but do we need to know the exact percentages involved? To calculate the posible population numbers and proportions? We can't say if they are believable, since there is virtually nothing to base our guesses upon.

    Coruption points in general are lifted from RPG's. I don't think you need to have exact numbers anywhere. It was interesting as an idea that you assume the properties of the kind of spells you cast before dying from overuse, albeit it is quite a common trope in itself.


    Why do you need to make uo strange, unwieldy units? Are you going to have the characters callculating these for spells? The more unnecessaray stuff that you add is going to detract the possible reader from what is going on, if he is going to need a dictionary.


    Why not call it a square meter, then? Too radical?




    Anyway, enchantments seem to be the way to go in this world.
    Find a stupid mortal, take him for a student, maybe even show him some spell (preferably one spell with a hundred or two of new students watching)
    Teach them and have them cast spells mostly without care
    Then, have them enchanting some magical items that are very powerful. Without knowing their limits, they succumb to the corruption.
    If you're lucky, they die from it, else, lead them in a golden room and kill them with some gold bars falling on their heads. Gold is heavy.

    Use the enchanted items at your leisure.




    Overall, too many needless complications. And names are mostly stupid. At least for me. Maybe I just didn't recognise a clever language, I was never a Linguist.



    Edit: Glancing at a previous thread, I'd say that many advice there are still aplicable.
    https://forums.darklordpotter.net/showpost.php?p=595333&postcount=6
    https://forums.darklordpotter.net/showpost.php?p=595348&postcount=8
     
    Last edited: Feb 5, 2013
  3. Andrela

    Andrela Plot Bunny DLP Supporter

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    That is actually my main thing.
    I want everyone in the world to be able to do magic, but since it is so dangerous and unrewarding, not many people dare to do it.
    Like any schmuck from the street may vaporize a building with a single spell, but it is going to kill him instantly, so he will not do it.
    A big thing about this world is research is very expensive, because you literally have to kill hundreds to figure out a theory via trial-and-error.
    It will be mentioned that basically all of the knowledge people have about magic was caused by countless deaths.
    So after a while, they figured out which spell hurts how much, hence the numbers.
    Of course, the numbers, as you've mentioned, are just my notes to have a consistent theory, not something that is actually going to be shown.
    If I do something, I want it to be "Magic A is Magic A and Magic B is Magic B".
    Yes, that's the idea.
    This is actually the reason why The Divider (the antagonist) is such a big deal in the world.
    He found a way around magical corruption, something unthinkable to everyone else and that allows him to start conquering nations.

    Actually, since this place in a fantasy world with a completely different map and history,
    I wanted a bizarre-sounding language so it is clear that this place is not Earth.
    Interesting idea, I'll think on this harder.
    Here is what I initially came up with:
    1.Some guy discovers the properties of the magical language, he tries it out and produces a few spells.
    2.While he takes notes, the spells eventually kill him. Someone finds his notes and acts more carefully.
    3.Hundreds of years later, there are several branches of science dedicated to figuring out how magic works.
    Basically it takes a long time to discover/invent something that works, but once it is discovered, better watch out.
    I want there to be spells that act like WMDs.

    Yeah, as I've said, these are just my notes to make things consistent.
    Yep, a great idea that shall be implemented at once, thanks.


    Anyway, thanks for replying and helping out, I appreciate it.
     
  4. Rym

    Rym Auror

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    It's interesting... But good luck ever trying to explain that in a novel...
     
  5. Nauro

    Nauro Headmaster

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    "Bob," I said, glancing up from the heavy tome. "We're not going to try out some cool new spells today."

    "Why ever not? This one here, for example," he pointed at the page in question. "Earthquake - and it's only five word incantation..."

    "No." I frowned. "Not today and not ever. Remember what we talked about the corruption?"

    "What is the point of knowing a spell for an earthquake if we're not going to use it?"

    I raised the scarf covering my mouth. He blanched, staring at the white, dry skin and darkened, fractured lips. "Look at me, Bob," I urged as he tried to look away. "Magic is pure corruption, casting magic takes away years of your life. Before you cast any spell - and I mean any spell at all, you need to be sure that it is worth it."

    I paused, to let the words sink.

    "This," I said pointing at the state of my jaw. "This was me trying to douse a fire in the city. It was such an easy spell, a trivial matter - redirecting some energy elsewhere. But, it was a final drop - and as the words left my lips, I felt the touch of corruption, rising from deep inside of me - precisely because I spent time casting careless spells in my youth. I haven't cast a single spell since.

    "You have to always remember, that even a simple spell can send you plunging down the deep end. So, while I'm alive, you're not going to even think about going off and experimenting with spells, much less any sort of earthquakes."

    "But, what about practice?"

    "Bob, if I catch you going off to cast spells, I'm going to stick you into an animated skull and make you memorize my whole fucking library. Don't think I'll be afraid to waste a couple of years for that - it would still save me more than showing you spells and having you kill yourself with stupidity."

    ----

    That is to say, he could explain by showing how it effects the world and characters, rather than ever telling directly.


    Also, have someone who has a way with languages help you with your crazy terms because when I tried to insert a single one of them, the text broke down crying.
     
    Last edited: Feb 6, 2013
  6. Evon

    Evon Seventh Year

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    Sounds a bit like the movie The Covenant to me.
     
  7. SmileOfTheKill

    SmileOfTheKill Magical Amber

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    The Magical Mind Resurrection Method.

    Also know as,

    Zouken method of immortality. (Fate/Stay Night)

    You can just be immortal assuming that you have someone you trust revive yourself and have no issues about killing random people for the rest of your life. Unless you plan to have someone abusing this, change the rules so it can't happen. I know if I was evil I would be killing all the crack whores for new bodies.
     
  8. Seratin

    Seratin Proudmander –§ Prestigious §– DLP Supporter

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    The idea of a limit of spells in your lifetime is very interesting but I wouldn't focus so much on the actual equations. Y'know. Because they're boring as shit. Oh and all your names are very try-hard fantasy.

    Fix those things though and you have a far more appealing tale. Oh and don't get caught in the trap of planning something for an age but never having the balls or motivation to write it. You can convince yourself that you'll start writing when you have it planned perfectly but you won't.

    So don't.

    Because, like, you won't. Wurd.
     
  9. melior

    melior Seventh Year

    Joined:
    Oct 25, 2011
    Messages:
    226
    Interesting stuff!

    1) All of the races are so distinct historically (and in pretty much every other way), so it seems unlikely that they'd all use the same measurement systems. I wouldn't be surprised if at least one didn't have any magical measurement terms whatsoever. You don't explicitly say one way or the other, but it sounds like they're all aware of their respective places on the scale. I assume the humans came up with it since they gave themselves the number 1000, but the Virhe seem like more likely candidates to begin this type of research. Or a Human/Virhe collaboration, perhaps.

    2) On a related note, regarding the terms used here I would expect that humans have their own slang (offensive or not) for other races and other parts of the magic system. So I'm okay with formal naming systems, since in a non-research setting most people won't bother with them.

    3) Since the Virhe have a relatively large proportion of philosophers, I'm surprised they don't have more atheists. Or Astraanists, since that seems to fit in with their matriarchal society. I'm also surprised the blue collar Dralo are the ones with the most atheists. Not that it should conform to expectations or anything, just an observation.

    4) There is extremely little in the way of diversity here, particularly when it comes to magic. Obviously when you talk about height you're talking about an average, but there's no indication that's the case for magical ability. At least, it's written that way at the moment. Why aren't there any brown-furred Dralo? Why aren't there any humans with a higher Corruption limit? Why does a time manipulation spell have to affect one person exactly the same amount as another? To me that's what makes this feel more like an RPG rulebook than an organic system.
     
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