Yes ladies and gentlemen, it's that extra-special time of month again. The time when someone posts another magic thread and we all politely refer him to the 500 other magic threads already in existence.
But Johnie, what is the purpose of this thread, you ask? You see... I'm tired of vague magic discussions that lead nowhere. I want to use this thread to simply make a case for object magic and to discuss points for and against it with other handsome and brilliant bay12ers. Let's try to make magic discussion less abstract from now on.
1.) What is this general object centric magic?Ideally, it's an expansion of the artifact system to encompass other "spherical" objects too. So a foul blendec's corpse can be just as magical as the artifact spiked obsidian coffer. Skilled mages can "extract" the spherical energy from the magical object and use it to their own ends. The possible methods of magic "extraction" are explained later.
Magic depletion is central to object centric magic, but should generally only be applied to a wizard's use of an object. That portal into the nether sitting in your noble's room should never run out of charge if dwarves naturally walk through it, but if a wizzard snatches it, then uses it to cast a spell, that coffer's batteries should reduce. When the wizzard depletes the object, it becomes a non-magical artifact quality item. Maybe a skilled enough wizard can transfer some magic from a blendec's blood into the rags of clinical immortality to make them magical again?
Spheres naturally limit the utility of magical items. Can't cast a wall of fire without a fire item. And if you want a wall of fire, you better be a good enough mage, because you could potentially summon a spirit of fire which would immediately turn you into ash. More on that later.
Some objects should be able to naturally recharge their magical batteries to mix things up. These objects should be (choose two out of three)
exceptionally rare, weak, and recharge slowly.
2.) But why?This system would promote rarity of magic, and provide additional tension between elder horrors/mages/adventurers/kingdoms for the magical resources of the world. Wizards would finally have good reason to be paranoid megalomaniacs intent on blowing away all other wizards, creating epic fantasy battles. Players would be able to conjure their
highly expensive fireballs, but only after defeating the
entire dwarven kingdom for their fifty artifacts, only one of which can actually cast the ten fireballs, before becoming a useless trinket.
Magic would be so much more magical and complex than just leveled combat magic, but not common enough to create a magic based economy where each peasant, and their horse can afford magical farm machinery and farm plots that farm themselves.
3.) How does one cast such magic?Well, the one thing about magic is that it's exactly like electricity. Magic "flows" from an object with a high concentration of magic, to an object with a low concentration of magic. The ground beneath having the lowest concentration of magic possible. Unless it's magical ground beneath your feet, in which case everything can backfire. Skill with magic is all about understanding magical circuits and how magical devices operate, as well as basic, and refined knowledge of the magical spheres. A wand is very important, because a good wand acts exactly like an electrical conductor would. If you have artifacts on your person, and you touch the wand to the ground, you'll complete the magical circuit and magic happens.
Will this explanation make magic seem less magical? No! If the player chooses the wizard's tower mode, they'll surely want to know how his mage character is making all of this happen. The game can't just abstract everything away to "fdsadjakdjal." That won't make magic any more magical. That will just make it gibberish. Gibberish isn't magical.
Why is it so much like electricity? I feel that this is the only way to outline the lore for consistency's sake without it completely violating logic and creating more problems than it solves. For example:
MagicMaster: Mages use chants to create spells.
MagicStudent: Why do chants do magic? The vibrating vocal chords create magical oscillation in the various air molecules, the mechanics of those oscillations being far more magical than the regular oscillations from normal speech? Or am I missing some great mystery of this universe?
MagicMaster: Well... fdsadjakdja
If someone feels the need to nitpick at the electricity deal, I can always refer them to the second law of thermodynamics. This pertains only to the mechanics of the magic though, I really have no claim to realism/consistency of the spells, nor is there any way to explain any of them away without crushing Toady's spherical creativity. At least half of this system would make sense, unlike the chanting example where everything is gibberish. Yes, that's an improvement over the gibberish system.4.) How does magic happen, in game terms?Well, you choose the artifacts you want to employ in the magic process. Then you choose the wand you want to augment the magic with. Then if you're good enough, you choose the magnitude of the spell, which direction you want to cast the magic in, whether the magic is harmful, or not. Maybe if you're really the masterful grandmaster of grandmastery, you'd be able to say that you want to rain hail on that elven retreat 25 world squares over. But most of the time you should just be choosing "misery sphere, augmented with the fire sphere sword as the wand*, harmful, maximum magnitude, that way on this map, just past the brook." I don't think that dwarves should be able to control magic wizard style in dwarf mode, but they should still be able to interact with the objects normally. (Teleport through the portal of teleportation, have zombies rise up from the dead and attack them due to the cursed armor stand, etc...)
*Maybe the fire sphere sword signifies harm, while the fertility sphere staff signifies a blessing? This would add the hillarious FUN possibility of randomizing spheres and whether they modify the ability to cause harm in your specific genned world or not, so one world would have a BENIGN modifier for fire and a HARMFUL modifier for fertility, and the inverse for a different world.Addendum:I think that this random->controlled progression is what people from the other magic threads really wanted. This would make magic mysterious. That is unless you want it to not be mysterious, by making an adventurer, or a mage dedicated to scooping up every single magical item in the world and reading every magic "skill book" in existence. In that case you would feel a sufficient command of the awesome powers, while still being limited by the difficult resource collection.
This magic system would complement a ritual system, and just plain magical creatures who have no need of magical objects to perform magic. Maybe an adventurer who befriended the intelligent dragon can ask the dragon for a favor, to create an eternal fire for his village that burns throughout the winter. Maybe if you're playing the said dragon, you'd have access to all of the magic related to your sphere. The spells available to you can be leveled by improving your spherical skill. Dabbling Fire Creature would let you spit embers from your mouth, while Legendary Fire Creature would let you create firestorms that engulf entire world squares.
A ritual system would let you potentially summon a demon/deity with mastery of their sphere. Then you could attempt to convince the demon/deity to throw a bone your way, possibly by offering something in exchange. Maybe some generous deities would accept the ritual itself as enough of a good deed to do you good in return. Deities are genned with worlds, so mileage should definitely vary there.
Don't stray too far off-topic! We're discussing object magic here, but if you'd like to argue why your system of magic is better than this one, please do.