Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

09 August 2009

Deities

Here's an interesting concept: gods. Most often, this shows up in fantasy gaming, where clerics have divine powers (often including the ability to cast certain magic spells) granted by their deities.

Most games don't give much thought to how exactly this works. Do these gods exist? If so, do they all exist, or do certain pantheons exist while others are simply the imagination of their followers? If more than one pantheon exists, how do they interact?

I think that the most elegant analysis of this conundrum is the cosmology created by Rich Burlew (ok, heavily borrowed by Rich Burlew from many already existing sources) for The Order of the Stick. If you read his entire oeuvre, you eventually learn that "in the beginning," so to speak, there were four pantheons of gods who created the world. Their inability to co-operate resulted in the slaying of the Gods of the West (based on real-world Greek gods; Zeus, Hera, Athena, Ares, &c.). The remaining pantheons (North, based on Norse mythology; Odin, Thor, Loki, &c. -- East, based on Babylonian mythology; Marduk, Isthar, Tiamat, &c. -- and South; based on Chinese mythology; the "twelve gods" include Dragon, Rat, Pig, Monkey, &c.) thus agreed to stay in their respective areas and not interfere directly in the regions of the other groups. This is why clerics are important; they can be the agent of their gods in other places. Later, the goblins and elves developed gods of their own too, who were grudgingly welcomed into the celestial realms.

02 August 2009

Magic Systems

I often find myself thinking about magic systems in games. I've seen many. Just a couple:
  • D&D: Spells are divided into levels, with certain spells available at each level depending on your class. You can cast a number of spells of each level per day of game time, again based on your character's level.
  • GURPS: Spells are divided into colleges, which are really only important as organisational tools. You learn each spell individually in the same way as skills, using weaker spells as prerequisites for more powerful spells. Casting spells costs Fatigue Points, which are based on your character's Strength.
  • Shadowrun: There is a spell list. You can learn any spell you like. When you cast a spell, you have to roll (the exact roll depends on which spell you're casting) to determine the effects of "drain."
  • Ars Magica: There are five "verbs" and ten "nouns," with varying ratings in each. To cast a spell, you roll a number of dice equal to the verb + noun.
  • Mage: There are nine spheres that govern all possible magical effects. The higher your rating in a sphere, the more control you have over that realm. Spheres can be combined for more powerful effects. Roll your Arete (magical awareness) to cast spells.
  • Talislanta: there are twelve "modes," which cover different potential actions (such as Attack, Defend, Heal, Move, Illusion, &c.). Roll your rating in the appropriate mode to cast a spell.
There's a lot of variation there. I've even seen a book (Authentic Thaumaturgy) written by a man with a degree in Magic describing how to use "real world" magic systems as a basis for gaming magic.

16 March 2008

GURPS Divination: part 2

This week, I'm going to return to the GURPS Magic System for the Divination spell. If you need to review so you know what I'm talking about, you can read the original post. This week, I will detail those variations that involve telling the future by observing an event. We start with:

Alatimancy – This is one of three forms of divination involving salt. The first (alomancy) was detailed in the original post, and dealt with patterns in scattered salt. This variation is the reading of patterns formed in salt deposits left behind by the evaporation of salt water. It requires a special ceremonial bowl, and takes several hours (often a full day or more, if there is a large amount of water). The amount of water used depends on the nature of the question, as well as the level of detail desired. Prerequisites: 3 Water spells and 2 Earth spells.

Anthracomancy – The observation of burning coal. Any coal will do, so long as the spell is properly enacted before igniting the coal. The spell requires at least an hour of observation. The answers to the caster's question are obtained by watching the movement of the coal and the behaviour of the fire as it burns. Prerequisites: 5 Fire spells and 3 Earth spells.

24 February 2008

GURPS Divination: part 1

For those of you not familiar with the GURPS Magic System, here's an overview. The spells are divided into colleges, such as Animal, Mind Control, Necromantic, Elemental: Air, Elemental: Fire, Food, Healing, and so on. Most spells have a prerequisite. That is, you need to learn certain other spells before you can learn this one. In each college, there are one or more "basic" spells, that anyone can learn (only mages can actually cast the spells unless you're in a high mana zone, but anyone can learn them). These basic spells are very simple spells with no prerequisites, and in turn are the prerequisites for more powerful spells, which are the prerequisites for even more powerful spells, and so on.

Some have options ("Hide" can be learned using either "Forgetfulness" or "Blur" as prerequisites), some have non-spells ("Activate Runes" requires the "Rune Lore" skill), and some spells require that you be a mage (that is, you have purchased the "Magical Aptitude" advantage). Some spells require a certain number of spells from a specific college, but it doesn't matter what those spells are.

I mention this because I want to discuss the "Divination" spell. The spell itself is pretty straightforward: you cast the spell, and if successful, you receive answers to a question concerning the future. The exact method of doing this varies, and the prerequisites for the spell depend on the method you choose for your character to cast the spell. It lists several examples, from the mundane and standard (such as Astrology, Crystal-gazing, Tarot) to common but less mundane (such as Haruspication – examining the entrails of an animal) to the less common (Belomancy – throwing a bunch of arrows into the air and divining the answer from the pattern in which they land) to the bizarre (Molybdomancy – pouring molten lead into cold water and examining the resulting shapes).