User:Alothin/Endless Wonder

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This is a page to collect some thoughts I have on a possible optional rules adjunct. This is NOT part of the Alt rules set, and may never be, especially as I am not a member of the staff in any way, shape, or form.

I welcome commentary on the associated Talk page.

Premise

MagPL has little to actually differentiate it from the other power types. Individual characters have their own thematic elements and ways of handling it, but at the end of the day, it is just a slightly different set of numbers. I've argued before that if we completely rewrote the rules from scratch, there'd by no point in having different power types, we could just call it 'Power', and let people attach whatever thematic elements they wished, whether it was ki, psi, magic, or something entirely different.

To assist in giving magic a bit more of a 'magic' feel, and to provide a common ground for thematic elements, I'm constructing what would be an optional (per-character) rules set, as will become clear below. None of these rules is intended to make a significant numerical impact. While some of them will have numerical consequences, they're intended to be largely minor, and mostly for flavour, so no player should feel compelled that they must use them, or alternately, must avoid them.

Activation

Magic is driven by several factors, one of which is knowledge. A character who studies the subtle underpinnings of magic can discover true secrets about it, and take advantage of them in their dealings with others.

In play, this is represented by a character investing a small number of TD to gain a Society CT, which activates all the Endless Wonder effects, regardless of whether the character has discovered all of them yet.

Effects

Some of the listed effects below are written with more detail than others, as I am currently at the 'throwing ideas at a wall to see what sticks' phase of development. I welcome suggestions for further development, or brand new ideas, on the associated Talk page.

  • Magesight: Mages are apparently mortals, if lacking in active spellcraft, yet possess the ability to see at supernatural speeds. This is due to their exposure to magic granting them a special form of eyesight, which allows them to see light magically instead of optically, though their eyes are (medically speaking) no different than a mortal's. While most magical effects give off visible light due to the power inherent in them, there are hidden magical effects, often written in runes and sigils, that only a mage may see -- the uninitiated are incapable of perceiving it.
  • True Names: All things have a True Name, and knowing the True Name gives a measure of power over it.

Using a True Name when targeting techniques, or defending against a technique, enhances the effectiveness of the action, essentially giving a boost against that opponent. If both participants know each others' True Names, the boosts cancel out.

True Names are not easily discovered -- but sharing the knowledge of them with your allies can be beneficial (e.g., enhanced effectivess of healing techniques), thus opening up the possibility that they will be learnt by enemies.

Entities do not necessarily know their own True Names, but they are the only ones that can easily learn them, through a meditative ritual of seeking. This allows them to more effectively affect themselves, but it also brings the risk that others may gain that information from them.

True Names are also useful for summoning. They provide additional bonuses when attempting to summon and bind otherworldly beings, or control/banish them.

  • Magical Conductors and Insulators: Certain materials are best-suited to conducting and harnessing magical powers, and the character will receive a free bonus if they possess a focus item made of a suitable material, or if an enchantment ritual targets an object made of suitable materials. Conversely, their opponents may degrade or even neutralize their powers by using materials which have natural anti-magical properties. Generally, these materials either give a very small bonus, or are extremely rare (e.g., require EU and/or quest to retrieve raw materials, which then must be shaped appropriately).
  • Cosmic Arcana: Magic exists as a universal energy field, which casters harvest energy from, and bend to their will. Much like a still lake, events of magical significance create ripples in this field, which can be read by an adept, enabling them to seek out events/locations/persons of significance.
  • Leys: The energy field of magic is stronger in certain places, potentially granting significant benefits to mages who use these places for spellcasting and rituals -- but they can also be heavily contested not only by other mages, but also by magical creatures who may make it their natural habitat.
  • The Cost: Magic always has a cost. At its most basic, it is the cost of time spent in studying to master the mystic arts. Mechanically, it's the stamina expended to cast spells. But with deeper magic, there are deeper costs associated.
  • Nature of Magic: Magic is not subject to the laws of science -- one reason why it is so difficult to make magic and technology coexist. Science is the study of the physical and real -- the solid absolute. Magic is the 'science' of the conceptual and abstract. When a curse is laid upon a bloodline to the ninth generation, it is not passed through the genes, although genes may be affected. It is cast upon the abstract concept of family, and a specific family. This is why magic can potentially target things which have no 'real' existence, such as knowledge, or a title or position. Conversely, conceptual matters can also have real effects on magic. For example, the master of a magical school may be able to command that school by right of his position, rather than through a direct implement of magic. Such positional titles can have real effects in other mystic areas as well, such as a priest dealing with a demon.