It is currently Fri Mar 29, 2024 1:00 am




Post new topic Reply to topic  [ 1 post ] 
 A system of magic for Zeropoint. 
Author Message
Chibi-Czar
User avatar

Joined: Mon Apr 26, 2004 1:30 am
Posts: 1222
Location: GALAXIUS
Post A system of magic for Zeropoint.
I've been thinking about how I could integrate science fiction style universe, where everything has an advanced scientific explanation, with that of a fantasy story basing on magic. This is directly for zeropoint, and I think I've got something that will work once I tweak it out.


It works something like this...

You have all your generic dimensional planes...

-Real Space
-Sub Space
-Hyperspace

And then that kind of fuzzy idea

-Astral Plane.

Now, my idea works something like this.

The Astral Plane works as a sort of energy bypass point to all the other planes. These energies react to input energy plus complex patterns, such as thought patterns. In essence, energy directed through a spacific pattern uses the Astral Plane as a bypass to cause X effect in one of the planes.

This is the basis for magic.

When a concious entity, with access to enough energy or has an energy source, manipulates that energy into a thought pattern and through the Astral, he in effect, casts a spell.

INCANTATIONS: In order for less mentally sharp beings (COUGHHUMANS!COUGH!) to manage spells that require larger, more complex 'patterns' in the astral to manipulate effects... A system of saying words that help the caster synch his mental brainwave pattern with the pattern needed to cause X effect. By saying an incantation in a spacific way, the caster's brainwaves can more easily follow a precise pattern of the spell because of the fact that the physical actions associated with speaking produce very spacific brainwaves, especially when a spell increases a hundred fold in complexity. Feats that would otherwise require extremely good mental concentraition, which most humans just can't master.

Enchantments: When a pattern is linked to an object in realspace by means of one of the more, difficult complex spells, the energy pattern said to bind to that object, and always cause a set effect every time whatever type of activiation required is used.

TYPE A Enchantment: Triggered Artifact
Artifact's residual pattern has no energy to cause effect X unless a spacific way of inserting energy (IE a trigger) is subjected to the artifact. IE physical contact, a spacific thought pattern, or a direct insertion of energy. Objects such as wands, power staffs, and other controlled items fit this catagory.

TYPE B Enchantment: Passive Artifact
This type of object contains an enchantment that constantly absorbs energy from the surrounding environment, to cause effect X to anything that comes close to, or into contact with it. Items such as amulets of healing, or perhaps a cursed sword of negetive probability. (bad luck)

TYPE C Enchantment: Active Artifact
This type of artifact has either a built in power source, or has a set power source and always has a more profound effect. Effects such as indestructability or a semi-sentience are common for this type. Such objects can include any of the first two types, enhanced for more power.

TYPE D: Combination Artifact or RELIC
Usually a very complex, or perhaps a series of enchantments are made to an object so that it would possess a series of abilities making it FAR more valueble and exponentially more rare than most other items. Objects such as the blade Tensai-Ken, which has the power infused of a zeropoint to back it all, an indestructability enchantment, the semi-sentience of the Oracle Blade effect, and the triggered effects of the phenominal Lightning Eagle Blade. Items of this quality are hard to create, and even harder to find, often become very important and key players in many historical events.

Enchantments on living beings:
When an enchantment, or more often, CURSE, is cast on a person, it is said that a pattern is 'attatched' to that person in much the same way it could be attatched to an object. However, because living beings tend to change over time (biology and the actual physical makeup of a person), the effects of the enchantment are more than likely highly unstable, and most tend to wear off given time.


ELEMENTAL MAGIC:
In the human concept of things, it is far easier for the human mind to understand and use concepts it is familliar with. Many patterns in human magic base on creating effects a human identifies with the most. These being the main Elements of early human history. Fire, Water, Air, Earth. Variants of these are also, Lightning, Ice, White (Healing), Black(Attacking), Necromancy, and Movement. Many spells are based on the general idea behind one of the above catagories, using more or less generalized effects that are easy to create patterns for without the need for extensive concentraiting, or absurdly long incantations.

Astral Physics:

Once the confirmation of the Astral Plane was made as a scientific fact by a team of scientists studying the magic phenomina, it was only a matter of time before very carefull and basic trial and error tests were performed using the most basic of patterns studies and experimented with knowing exactly what patterns would cause which effects. As study progressed, a whole new field opened up with the goal of understanding exactly how the astral plane interacts with the other three known physical planes. This field has since then been known as Astral Physics, the Science of Magic.

An expert in this field may be able to train anyone how to produce exactly what kind of physical effect one desires within their respective available energy limits. For an average human, it tends not to go beyond the most base of spells, attack spells, and minor special abilities. However, the knowledge is extremely powerful when a sufficient energy source can be found to back it.

Advanced Users:
Those who've had lots of experience with a particular spell, or set of spells, may have gotten so good with it, that they can trigger it without using an incantation to guide their minds. Many master simple spells that they use every day, or just shorten the spell incantation to just enough to be able to use it quickly. In these cases, the caster has learned to reflexively use the spell as a second nature impulse much the same way as one would blink an eye when a fly buzzes close. However, few have managed to master truely complex spells without a significant amount of time numbering up to the thousands of years on their hands.


End for now...




Anything I should tweak a little more guys? This 'system' I think can be used to 'explain away' all the common favorite requirements for magic that's ever been seen. I think it does good to say, why you need to speak most spells, and some people don't have to, why gods might not have to even speak them at all and can pull off uber high end spells with a mere thought... Artifacts and their effects, and just about anything you can think of short of potions.

_________________
OWNER: Samurai Penguin Studios
http://www.samuraipenguinstudios.com


Sun Mar 06, 2005 4:52 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 


Who is online

Users browsing this forum: No registered users and 11 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.