From: jogle@aoc.nrao.edu (Ks. Jim)
Newsgroups: alt.games.torg
Subject: Re: Nile Magic
Date: 9 Nov 92 09:50:43 GMT
Organization: University of North Texas
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Last week, Burton wrote:

> New Nile Magic Design System (Prototype)

> The following is my first-draft attempt at an overhaul of the Nile magic
> system.  I have tried to keep as many mechanics similar to that of the
> Aysle magic design, but tried to present a more "astrological" and
> math/science feel to it.

I do like the descriptions you used - definitely adds a different
flavor to the magic.

> This system makes a few additions to the system in the Nile SB.  I have added
> another planet, Thoth (the god who rules true knowledge and learning)
> with a cycle of 43 days.  I have also added one additional state besides
> being "configured".  You may configure for "Conjunction" or "Opposition"

Basically done to balance out the AKs with the number of gods, right?

[...]

> "The next step is to deside on the POWER of your spell.  Anubis guard your
> soul if you make the wrong calculations.  Take the EFFECT of the spell,
> the raw energy itself, and guide it's entry into the world of man from
> that of the gods by adding the SPEED of its entry.  Forget not to add the

I wouldn't call Speed how fast it enters the "world of man", but "how
fast the permutations of your calculations traverse across space and
dimensions."  

[...]

> "Upon reaching the forth step you decide on the FORM of the spell by
> invoking the will of the gods themselves.  Each god has his strengths when
> in Conjunction, but his absense while in Opposition also has power to those
> who know how to call upon it.  Choose well the gods and their positions,
> for improper choices can bring out the frictions between the gods, increasing
> the complexities of the orbits you must figure to keep them apart.  Each
> god has an orbit size, each of which must be added to form the INFLUENCES.
> Any extra complexities are calculated in as frictions (FRICT), and to the

Known as the State Path in Aysle, ne?  I notice below that you don't
have anything worked up for frictions; I'd suggest something along the
lines of the travel path values on the Aysle State Path (ie, a
friction value of X when following the orbital paths from god Y to god
Z.)  

> whole the overall difficulty of the spell type (DIFF) is added.  Then through
> a ritual most high, call upon your knowledge of Egyptian Religion (RELIG)
> to bring together the numbners in perfect sync to form the FOURTH TERM."

I don't think the Egyptian Religion skill is the appropriate one to
use here; the Mathematics magic is not based on the power of the gods
(which would be miracles) but is based on natural powers generated by
the "music of the spheres" or by "planetary motiong through the ether"
or any number of such concepts.  Just because (for example) Sebek and
Wadjet don't get along personally doesn't mean that the magic
generated by two planets named after them is going to be extra
difficult to conjure.  I'd stick with the Mathematics skill.

[...]

> "You reach the final step, the result of a long week's work with the papyrus
> piled high about your working area, the scribblings and most holy numbers
> on them.  Time may be spent refining your numbers (TIME), and apprentices
> may be given the chore of aiding you in your final and most glorious moment
> of finding the formula (AIDES).  Offerings to Thoth and Ptah to be lenient
> with your mortal calculations cannot hurt either (OFFERS).  At last, the

I don't think I'd allow apprentices to assist in the work - you're
just going to have to go over their calculations with a fine-toothed
comb anyway so you might as well do all the work yourself.  Would you
trust the calculations of some nebbish with a slide rule in what would
amount to your senior project or thesis work?  Of course not!

Offerings to the gods I don't mind but I don't think they should be
part of the spell design process (and what's to keep me from saying my
OFFERS value is some hideously huge number?  You need to define it
better) just as Egyptian Religion shouldn't be involved.  If you're
going to placate the gods and hope for a boon from them, go visit a
priest and have a Bless of some kind placed on your Mind to make the
entire process easier....

> moment comes to carve in stone your function, the SUM of all your terms as
> reduced by your EFFORTS, to produce the DIFFICULTY.  Be sure to note the
> gods that EMBODY your spell, else those that come after you will never
> be able to experience your greatness.  Also note those that may ally with the
> embodyments of your spell and thus INFLUENCE in its casting by those with 
> lesser skills then you.  But also note the LEVEL of mastery required to
> cast it, equal to your Mathematics skill, so that trainees spend not their
> pitiful lives trying to comprehend your numbers with their meager abilities."

Down below you say that the planets embodied in the spell are the
required planets and that the planets that influence are just selected
by the spell creator.  I don't have my Nile SB with me but if I
remember correctly spells just have a minimum required number of
planets to configure but no actual list of the planets you MUST
configure.  

What about the spells that have a required number of planets equal to
zero?  


> Influences List
>   GOD             Conjunction              Opposition
>     RA              Light (15)               Darkness (15)
>     ISIS            Magic (15)               Spirituality (15)
>                     Fertility (15)           Stasis (15)
>     HORUS           Life (25)                Death (25)
>     NEPHTHYS        Female (7)               Male (7)
>                     Wealth (15)              Poverty (15)
>     OSIRIS          Living Forces (15)       Inanimate Forces (15)
>                     Animate Creatures (7)    Inanimate Objects (7)
>     SET             Corruption (15)          Recovery (15)
>                     Harm (15)                Health (15)
>     ANUBIS          Spirts (7)               Entities (7)
>                     Preservation (15)       
>     NUT             Sky (7)                  Ground (7)
>                     Water (7)                Fire (7)
>                     Storms of Nature (15)    Storms of Man (15)
>     PTAH            Time (25)                Permanance (25)
>     THOTH           True Effect (25)
>                     Knowledge (15)           Ignorance (15)
> 
>The main (pattern) influence uses the above number.  Each secondary influence 
>details the effects of the other gods and use value of the difference minus 2 
> if different, or the value of the number minus 2 if the same.  If one needs
> the same god in a different position then already configured, att the number
> again.
> 
> Example: Your basic fireball spell has the basic result of Harm (15) with
>    fire (7) as a secondary effect, for a result of 15+3 or 18.  If one used
>    Death as the basic result, any death by this spell is non-revivable.

I'm kind of lost here; how does fire (7) become just a +3?
> 
> Example 2: Commune with crickets has a general result of Knowledge (15), with
>    an added influence of crickets (Animate creatures, 7) for a total of 18.

Same question here.

>   The embodyments are the REQUIRED planets.  Optional influcences are those
> that can concicably help with the spell, as determined by the creator.

How are the optional influences to be determined?  Just pick a couple
of planets and add them to the list?

>    Planet    Difficulty    Bonus     Cycle
>     Thoth        20          +7        43

So is Thoth the mysterious Planet X, or is it the planet in Earth's
orbit that's always on the opposite side of the sun, or is it the
asteroid belt (the planet that used to be there) or maybe Ra is the
sun's position in the ecliptic and Thoth is one of the known nine
planets....  

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg