From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: Magic Systems
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Wed, 11 Nov 1992 17:10:44 GMT

naam@osiris.cso.uiuc.edu (Ramez Naam) writes:
>So what kind of magic systems do people on the net LIKE to play, or
>see in games?  Also, do you people think it's a good idea to have
>multiple ways of working 'magic' in a game system?

	I prefer magic systems which take after more ancient views of the 
universe: Platonic, Taoist, medieval, etc.  I have by now grown very tired 
of the 'energy manipulation' view of magic based on 19th century physics, 
where 'power' flows from other dimensions, internal 'energy' of the caster, 
etc. 
	I much prefer magic systems which develop *general* principles and 
laws, as opposed to specific rules on spells. They specify ways in which the 
universe is set up that define why magic works the way it does. Ars Magica 
and Shadowrun both do this, to some degree. 
	Magic should be much more than just spellcasting. The principles of 
magic should be seen in all sorts of ways in which the world works. Spirits, 
'monsters', other planes, perhaps even some basic physical laws should all 
reflect the flavor and general principles of the magic system. 

*******

	As an example, a magic system which I constructed for an old campaign 
was based on a view of the cosmos as a single mind, and the world was a dream 
of this being, Existance. As such, people were just aspects of that dream, 
and to some degree their thoughts were reflected in the reality around them. 
There were four forms of manipulation in this world - I will elaborate only 
on the primary form, called 'Magecraft'. 

	Magecraft was based on two principles. The first is that Knowledge is 
Control - if you know about something then you encompass it in a very real 
sense. If you knew absolutely all there was to know about something, then it 
would be an extension of you just as much as your arm. 
	The second is the Principle of Mnemonics - 'The more you know, the 
more you know'. Someone skilled can use his knowledge to access more 
knowledge about something. 

	Magic 'spells' are based on 'binding'. A mage who knows enough about 
a specific target can use its mnemonic to access the sum total of its being. 
However, he cannot retain this knowledge, or even remember a fraction of it 
as it sweeps through his mind. During that time, however, he makes a symbol 
which represents that being, and incorporates a change in that symbol. As 
long as that symbol is around, the target is affected by whatever the change 
is. 
	In mechanics this means that a spell is cast in several steps: 

1) 	Roll your Mnemonics skill against a difficulty based on how well you 
know the *specific* target. You cannot affect a stranger. 
	At this point, you can not bother with the Binding, and instead just 
roll against Divination to see how much you can remember of the knowledge as 
it flows past. 

2) 	Roll your affect skill. Simplest of all is a Command, which will 
cause the target to act as you specify - more complex commands are more 
difficult. (This skill can specialize in commanding sentient beings, animals, 
and unthinking objects.) 
	More difficult is a Transformation. To effect a transformation, you 
must simultaneously access two mnemonics - one for the target, and one for 
what you want to change him into (two rolls at increased difficulty). Then 
you make your transform roll - a more complete transformation is more 
difficult. 

3) 	Roll your binding skill to create the symbol. Gestured representations 
(one skill) last only as long as you maintain them but are very quick. Verbal 
representations last a few minutes but take longer. Runes take a long time 
and require tools, but last as long as the rune is around. 


	As you can tell, magic here is very distinctive. But the mechanics 
here all flow from *how* the magic works. This is the kind of magic I prefer. 

	As I said, there are other forms of magic, and I prefer that variety, 
but each system of magic is very powerful and yet very limited in its own way. 
The types of magic are based on the elements: Memory, Thought, Artifice, and 
Temperament. Magecraft is the magic of Memory; Mysticism is the magic of 
Thought; Conjuration is the magic of Artifice; and Holism is the magic of 
Temperament. 
	I am certainly willing to post more about these if people are 
interested. 

-----------------------------------------------------------------------------
John Kim                    | "You don't need a weatherman to know which way
jhk6@cunixb.cc.columbia.edu | the wind blows."
Columbia University         |                             - Bob Dylan