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| November 1, 2001 > From Earth and Clay Made | ||
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From Earth and Clay Made - Magic as Clay by Myles Corcoran (mylesc2 @ eircom.net) Many magic systems are curious things, thrown together from lists of cool effects and ideas of game balance as much from a vision of the role of magic in the game setting. I prefer my magic to be, well, magical, and endeavour to provide an internal logic to magic systems in play beyond the whiz-bang artillery mages provide in some other games. The Law of Similarity, as described by Frazer and Bonewitz for example, is a fruitful place to start. I will start with a metaphor; a one-line tag describing the magic that gives an instant picture of how it might work. Let us assume that "magic is like clay". At first the magic in a given area is in a raw state and without particular shape or purpose. It needs to be worked by a practitioner to take shape as a spell. A mage must expend time and effort to force the magic into a particular pattern. Once created such a pattern will remain until an equal effort is spent to change it. Under certain circumstances, additional effort can "fire" the magic and make it permanent, but unchangeable and possibly more fragile or brittle. From this basic idea we can expand on certain properties of the raw stuff of magic. Magic will occur in different varieties, and different magics will be appropriate for different tasks. Mages may travel some distance to seek out the precise form of magical "clay" that suits their needs, but will often have to make do with whatever local resources are available. Over the course of time, depending on the prevalence of magic working, the local resources of raw material for magic will be depleted, and a mage may have to move to seek a new source of magic to power his or her workings. The raw material for magic occurs in certain areas, usually pooling together downstream from mountain areas or granite formations. The closer to the mountain source of the magic, the purer the resulting raw magic. Far from its source the raw magic will be less pure, having picked up impurities along its way. These impurities, like salt in clay, can subtly change the character of the spells worked from the raw magic, and it is sometimes possible to achieve effects with impure raw magic that are impossible with a purer grade. The downside of impure raw magic is that it is more prone to poor results and can sometimes just fail to work at all. Too many impurities make the magic very unstable. However pure raw magic is much harder to work, being less plastic and less robust. Pure raw magic does not hold a shape all that easily and often fails to take exactly the shape desired. "Fixing" such magic, to make it permanent, is also risky, and can result in the spell working failing completely at the last step. However a successful fixing can produce very refined and precise results. How do we reflect these ideas in rules mechanics? Let us summarize the basic points:
The first point suggests that we should have a local rating for the available magic. I call this raw magic, and it is rated on the normal Fudge scale of Terrible to Superb (with Legendary and Non-existent also possibilities). Depending on the desired availability and power of magicians in the campaign world, we can set a default level for raw magic at Poor or Mediocre. I would suggest Poor for most urban areas, Mediocre for cultivated or inhabited countryside, and Fair or better for more out of the way, remote locations. This provides a ready explanation for the reclusive habits of many mages, and gives player characters excuses for trekking out into the wilderness in search of places of power. Nearby water is crucial for the formation of a good source of raw magic, though a source can persist long after the water has dried up. Here's a table:
We define two skills for seeking out and gathering the raw magic as follows:
The second point in our summary list suggests we should use something like a Craft skill for actually working magic. I call this skill Work Magic and define it thus:
I don't wish to limit the possible outcomes, and assume that most GMs will define their own spell effects for a given result with the Work Magic skill. Generally a magic working will act like a skill or ability at the level of the result. For example a Good magic detection charm will be Good at detecting magic in the vicinity. Another mage attempting to work magic in secret nearby would have to overcome its Good resistance in an opposed roll to remain unnoticed. Another useful guideline is for the creation of servants and summoning of helpful spirits. Assume that a single Great result with Work Magic grants a summoned being with one useful skill or ability ranked at Great, or two skills/abilities at Good, or four at Fair, and so on, converting one skill at a given level into two skills at a level one less. A sequence of skill rolls can be combined to create a more powerful result, but this risks a fumble wasting all the magic invested in the working so far. Nonetheless most serious magic workings tend to be done in stages, with a "drying time" or a setting period between stages. The raw magic needs time to relax after each working, and too rapid progress can spoil the entire spell. Working magic is generally a slow process, and any attempt to create a spell under pressure suffers at least a -1 penalty to the caster's skill. I suggest a few hours effort per working is about right. Rapid spell casting is much faster, but the results are more uncertain. Add the outcome of a situational roll to the final result if you like. Generally the duration of the magic working is indefinite, and the stuff of magic tends to hold its shape for a long time. The weather may have an effect on the duration of magic, with wet, damp days reducing the longevity of any magic workings. A single use of magic (one "lump" of raw magic used to power a spell) can produce a single effect of Fair durability with an effect level equal to the level of the raw magic expended or the result of the Work Magic skill used to create the spell. Levels of magical effect can be traded for increased durability, e.g. A Good result could be a Good effect, with Fair durability, or a Fair effect with a Good durability. This durability counts as the spell's resistance against weathering and deliberate attempts to undo the magic working.
Example: Later that week, Morinda begins working on her spell, a working to bind a spirit of place to protect her village while she is away for an upcoming journey to her motherhouse. The magic she will work is the creation of a dwelling place for this spirit, and as such, it must be comfortable and welcoming. She has gathered three uses of Good magic and one use of Great magic. She prepares with a long fast and meditation to prepare for the effort. After some time (determined by the GM and what seems right) Morinda is ready to start work. She rolls against her Good Work Magic skill and gets a Good result, spending one use of Good magic to power it. This Good result, Morinda decides, will be the quality of the dwelling place. The GM will use this as a measure of the spirit's willingness to remain, and in contests to resolve repeated calls on the spirit to serve the community. Morinda then concentrates again and rolls for the initial welcome, which will determine for the most part the strength and skill of the spirit called. The mage rolls a Mediocre result (-2 rolled against her Good Work Magic skill. Morinda is unhappy with this result and decides to roll again. She wastes her first Good quantity of magic, and tries again. This time she spends the entire Great quantity of magic ahead of the roll, in an effort to ensure a successful roll. Spending a quantity of magic with greater potency than the caster's skill allows a +1 to the Work Magic skill. This attempt is more successful. Morinda rolls a +1, which yields a total + 2, for an outcome of Superb. This result is limited to a Great effect, however, due to the amount of Magic expended. With a Great result the GM rules that the magical call draws a powerful guardian spirit from the realm of Earthy Ghosts. The spirit is then defined by a process of discussion between the GM and Morinda's player. With a Great result for the magical call, the spirit can have no attribute or skill higher than Great. Later Morinda attempts to recover the Good raw magic she failed to work into the Spirit House spell. It is an amount of Good raw magic, so it needs a Good result with Gather Raw Magic to recover. Morinda only rolls a Fair result and the raw magic is permanently lost. Firing the Clay - Making a Spell PermanentFinally we need to address the possibility of making a magic working permanent, much as a potter fires his clay to produce a lasting work. I call this process fixing magic, and define it as follows:
A magic working that has been fixed is more durable (+1 to its durability, i.e. the usual Fair durability becomes Good). It is generally also of particularly fine quality, and will grant a +1 bonus when used if the working has a plausible skill use associated with it. Example: Morinda will be away from home for some time and for protection takes her Ward the Path charm, a fixed working that acts as a traveller's blessing. It is a Good charm, with Good durability (Fair +1 for fixed magic) and grants a +1 skill to keeping safe on the road. When no skill applies, for example in resisting an arrow shot from ambush, the Good charm rating is used as a default. For comfort she binds the effect to a sturdy walking stick. Potsherds and Fragments - Breaking SpellsSufficient physical or magical force can overcome a magical working and break it in the process. Any successful physical attempt to overcome a magical resistance that results in a +4 die roll (a critical roll) shatters the magic. A mage can attempt to unmake a magical working. For her own spells she need only manage to not roll a Terrible result with her Work Magic skill. For unmaking another mage's magic she must overcome the spell level, expressed as the value of the highest-level effect in the spell +1 for each additional effect in the spell, with her Work Magic skill. The attempt takes at least a minute and may be much longer for a complicated spell. Usually an unmade spell dissipates without incident, but it may shatter, leaving magic "shards" lying about to trouble the unwary. If an unmaking attempt exactly matches the level of the spell there is a 1 in 3 chance that the spell will shatter and possibly injure those nearby. Most mages will not stand still and let another mage undo their workings, obviously. After certain magical failures or the destruction of fixed magical workings "magical shards" can result. These pieces of spells remain in the area where they were formed for a long time, and can affect magic working nearby in unpredictable ways. Only fixed magic can yield shards. Unfixed magic will shatter, but the debris is not threatening and will dissipate quickly back into the general magical environment. When attempting either a Work Magic or Fix Magic roll in the presence of shards nearby roll an additional dF and add it to the final result. When magic shards are first produced make a situational roll for anyone nearby; on a Poor result or worse they suffer an injury (usually a Hurt result) from the sudden release of magic. A Handful of Clay - Some Sample SpellsHere is a sample character and a few other examples spells created with these guidelines. Morinda, A Shaping Mage
The time needed for working magic is quite high, and some people might like to have a mechanic to model quicker castings. I've suggested at least a penalty of -1 skill if rushed, but if the caster needs to produce an effect right away, assume a penalty of -2 or worse, and that the resulting magic has reduced durability. Without time to relax during the working, the raw magic is tricky and temperamental. Subsequent uses of rushed magic workings should probably also require additional situational rolls to see if the magic holds together. Remember that immediate effects can be achieved with Fixed Magic from previously created items. This is one of the primary reasons for creating such artifacts. When working magic, there are some tricks from pottery that might have an analogue. Clay can be worked in moulds, to speed up a repetitive part of the labour, and pieces can be made separately and combined later. With this magic a mage can have simple spells that can be quickly formed using a spell mould, which itself is created using a working and the Fix Magic skill to make the mould permanent. More complicated or powerful workings can be attempted in stages, using smaller workings that are later combined into a single whole. What about seconds, or low quality results? In pottery many items don't reach a given standard but are nonetheless useful. We could allow for such results for both the Work Magic and Fix Magic skills by saying that a skill roll that misses the required difficulty by only one level produces a magical second. These lesser spells have reduced effects and durability of only Mediocre, but may well serve the mage's purpose all the same. Unfixed magical workings are prone to weathering effects if left exposed to the elements. We could model this with situational rolls after a spell has been exposed to normal wear and tear for some time. If the situational roll is less than the spell's durability, it loses a level from one of its effects. Extreme weather may modify the situational roll. Generally fixed magic is far more resilient and only very extreme conditions are likely to threaten a fixed working. Remember too that the idea here is produce an interesting and unusual magic system, not to equate pottery absolutely with magic working. If something in the above system does not appeal, dump it or rework it. This is Fudge after all. Finally, I wrote this article in part to show a different approach to magic system design and to encourage by example. Any reader inspired to do the same with a metaphor of their own please get in touch. I'd love to see what you come up with! Credits: The ideas discussed in this article were in part inspired by a series of discussions about metaphors for magic that took place in Alarums & Excursions, a highly recommended gaming APA. Additionally an article by Greg Costikyan in Different Worlds 33 discussing magic as metaphor started me thinking. Thanks! |
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