Post by Zylaa on Oct 31, 2010 11:12:22 GMT -5
HOW MAGIC WORKS:
This is almost exactly copied and pasted from last year's NaNo thread... which was almost exactly copied and pasted from the thread the year before that. This is the benefit of using the same world as a setting. XD I've edited out all the bits I think are going to be irrelevant to this story.
[spoilerhead=Magic System]
The magic system for this world is strictly elemental, with the following main powers: Earth, Air, Water, Fire, Light, and Thought/Dream/Mind (I called it "Dream" for years, but that sounds kitschy, so I'm toying with any of the new labels). Elements can combine or divide to form lesser powers (e.x. Air + Water = Weather control, Earth + Fire = Metal)
Magic users are likewise divided into categories.
-- Sorcery is the most basic form, where the sorcerer can both manipulate the raw element with a thought and a wave of the hand. The most powerful form of magic, arguably, since simply blasting fire out of your hand is pretty cool. There are different levels of sorcery (see Genetics section), and even people with no magical talent whatsoever can purchase magical artifacts granting powers. Wands, for example, are sold pre-loaded with certain spells in many stores throughout Owl's Point-- expensive, but they exist.
-- Witchcraft is the general name for enchanting objects, which can be done with or without sorcery. Some magical items, plants, etc. exist in the world, and combining them to create spells counts as witchcraft. The aforementioned wands would be created through witchcraft. Amulets, like the one in this story, are also examples.
-- Sorcery is controlled by genetics, but witchcraft is a talent anyone can learn, albeit a difficult one.
Life, Death, and Magic
All of the elements combined are necessary for life: thus, magic is equivalent to life in Araman (the world). This means all sorts of fun and interesting things can happen with rituals involving living people or even blood. Witchcraft involving blood (or people) is very, very regulated, and there are serious penalties for using it. I'm thinking that the cursed amulet of this story will be one made illegally with blood magic. :3
This setup also means that anyone with a dead bone can stop magic. Bone charms are used to protect against malignant spells, and the stronger the spell, the more bones must be used.
This is what makes necromancy interesting. Necromancy is a well-known talent, although the number of necromancers is relatively few compared to the number of magic users. Necromancers can talk to spirits who are still on the spirit plane, the home of all souls who have not completed some vow they made in life. More powerful necromancers will just summon the spirit back into the plane of the living, where the spirit can talk with everyone as if they were still alive. If necromancers have a full skeleton, they can summon the spirit back to reanimate the skeleton, which will be able to walk around as a sentient entity, although one with transparent ghostly flesh.
Because of their prolonged contact with the spirit plane and death, Necromancers are immune to all but the most powerful magic. In Owl's Point, people are wary of them, but accept them as part of society. As so much magic goes into maintaining the Floatlands, they have maybe one or two resident necromancers, but that's it.
[/spoiler]
And my ultimate nerdy achievement, for those interested...
Sorry, but you'll have to understand the basics of genetics to understand what the heck I'm talking about here. I'm not sure how easy it is to pick up on with no knowledge of biology.
Anyway, sorcery use is controlled by seven different genes, one for each element. There are two different alleles for each element, simply magic or non-magic. The magical trait is recessive. However, people with only one magic-allele can still use that element's powers if they possess certain magic-enhancing artifacts. For every combination following this, the capital letter will represent non-magic and the lower-case letter will represent magic. These are the basic genotype/phenotype combinations, using Air as an example:
AA- Cannot use air magic
Aa- Cannot use air magic, except by aid of magical device
aa- Can use air magic
However, the genes do not operate entirely independently. The first six elements can combine, after all, to form combination magic. Air and Water powers combined, for example, create Storm. All other combinations of elements that are not direct opposites also create complimentary magics (Fire + Earth = Metal is the other very useful one). In this case, even with only one magic allele for each gene, the individual will still be able to use the power, although not as much. Again, sample combinations for genotype/phenotype, this time using Storm (air and water).
AA WW -- No magic
Aa Ww -- Lesser Storm magic
Aa ww -- Water magic only; Can perform some storm magic by aid of magical artifact
aa Ww -- Air magic only; " "
aa ww -- Greater Storm magic
When a magic user has opposing elements, though, they cancel each other out. If a person has, say, both alleles for using Fire magic, but has one allele for using Water magic, they can still use Dark magic, but it's weakened. Using that as an example:
FF WW -- No magic
Ff Ww -- No magic; the artifacts for people to use both Fire AND Water magic, or any opposing element, are extremely rare, although they do exist.
ff ww -- " "
Ff ww -- Can use Water magic, but weakened.
ff Ww -- Can use Fire magic, but weakened.
The other gene controlling magic... or lack thereof... is the necromancy gene. Necromancy works on the same principle as an element does:
NN -- No necromancy
Nn -- No necromancy
nn -- Can use necromancy.
However, since necromancy is antimagic, an individual cannot use necromancy unless they have no other magical allele whatsoever. Even if they just carry one element's gene, they will not be able to use necromancy. The presence of a necromancy allele, by contrast, only slightly weakens magical powers, and slightly more with two necromancy alleles. This is why there are so few necromancers. The allele for can-use-necromancy is almost as common as any elemental magic allele, but the overwhelming number of magic users and carriers in the general population wipes them out.
Ironically, this means that Gottsland, which has systematically executed magic users as evil, also has the highest concentration of necromancers in the world.
This is almost exactly copied and pasted from last year's NaNo thread... which was almost exactly copied and pasted from the thread the year before that. This is the benefit of using the same world as a setting. XD I've edited out all the bits I think are going to be irrelevant to this story.
[spoilerhead=Magic System]
The magic system for this world is strictly elemental, with the following main powers: Earth, Air, Water, Fire, Light, and Thought/Dream/Mind (I called it "Dream" for years, but that sounds kitschy, so I'm toying with any of the new labels). Elements can combine or divide to form lesser powers (e.x. Air + Water = Weather control, Earth + Fire = Metal)
Magic users are likewise divided into categories.
-- Sorcery is the most basic form, where the sorcerer can both manipulate the raw element with a thought and a wave of the hand. The most powerful form of magic, arguably, since simply blasting fire out of your hand is pretty cool. There are different levels of sorcery (see Genetics section), and even people with no magical talent whatsoever can purchase magical artifacts granting powers. Wands, for example, are sold pre-loaded with certain spells in many stores throughout Owl's Point-- expensive, but they exist.
-- Witchcraft is the general name for enchanting objects, which can be done with or without sorcery. Some magical items, plants, etc. exist in the world, and combining them to create spells counts as witchcraft. The aforementioned wands would be created through witchcraft. Amulets, like the one in this story, are also examples.
-- Sorcery is controlled by genetics, but witchcraft is a talent anyone can learn, albeit a difficult one.
Life, Death, and Magic
All of the elements combined are necessary for life: thus, magic is equivalent to life in Araman (the world). This means all sorts of fun and interesting things can happen with rituals involving living people or even blood. Witchcraft involving blood (or people) is very, very regulated, and there are serious penalties for using it. I'm thinking that the cursed amulet of this story will be one made illegally with blood magic. :3
This setup also means that anyone with a dead bone can stop magic. Bone charms are used to protect against malignant spells, and the stronger the spell, the more bones must be used.
This is what makes necromancy interesting. Necromancy is a well-known talent, although the number of necromancers is relatively few compared to the number of magic users. Necromancers can talk to spirits who are still on the spirit plane, the home of all souls who have not completed some vow they made in life. More powerful necromancers will just summon the spirit back into the plane of the living, where the spirit can talk with everyone as if they were still alive. If necromancers have a full skeleton, they can summon the spirit back to reanimate the skeleton, which will be able to walk around as a sentient entity, although one with transparent ghostly flesh.
Because of their prolonged contact with the spirit plane and death, Necromancers are immune to all but the most powerful magic. In Owl's Point, people are wary of them, but accept them as part of society. As so much magic goes into maintaining the Floatlands, they have maybe one or two resident necromancers, but that's it.
[/spoiler]
And my ultimate nerdy achievement, for those interested...
Sorry, but you'll have to understand the basics of genetics to understand what the heck I'm talking about here. I'm not sure how easy it is to pick up on with no knowledge of biology.
Anyway, sorcery use is controlled by seven different genes, one for each element. There are two different alleles for each element, simply magic or non-magic. The magical trait is recessive. However, people with only one magic-allele can still use that element's powers if they possess certain magic-enhancing artifacts. For every combination following this, the capital letter will represent non-magic and the lower-case letter will represent magic. These are the basic genotype/phenotype combinations, using Air as an example:
AA- Cannot use air magic
Aa- Cannot use air magic, except by aid of magical device
aa- Can use air magic
However, the genes do not operate entirely independently. The first six elements can combine, after all, to form combination magic. Air and Water powers combined, for example, create Storm. All other combinations of elements that are not direct opposites also create complimentary magics (Fire + Earth = Metal is the other very useful one). In this case, even with only one magic allele for each gene, the individual will still be able to use the power, although not as much. Again, sample combinations for genotype/phenotype, this time using Storm (air and water).
AA WW -- No magic
Aa Ww -- Lesser Storm magic
Aa ww -- Water magic only; Can perform some storm magic by aid of magical artifact
aa Ww -- Air magic only; " "
aa ww -- Greater Storm magic
When a magic user has opposing elements, though, they cancel each other out. If a person has, say, both alleles for using Fire magic, but has one allele for using Water magic, they can still use Dark magic, but it's weakened. Using that as an example:
FF WW -- No magic
Ff Ww -- No magic; the artifacts for people to use both Fire AND Water magic, or any opposing element, are extremely rare, although they do exist.
ff ww -- " "
Ff ww -- Can use Water magic, but weakened.
ff Ww -- Can use Fire magic, but weakened.
The other gene controlling magic... or lack thereof... is the necromancy gene. Necromancy works on the same principle as an element does:
NN -- No necromancy
Nn -- No necromancy
nn -- Can use necromancy.
However, since necromancy is antimagic, an individual cannot use necromancy unless they have no other magical allele whatsoever. Even if they just carry one element's gene, they will not be able to use necromancy. The presence of a necromancy allele, by contrast, only slightly weakens magical powers, and slightly more with two necromancy alleles. This is why there are so few necromancers. The allele for can-use-necromancy is almost as common as any elemental magic allele, but the overwhelming number of magic users and carriers in the general population wipes them out.
Ironically, this means that Gottsland, which has systematically executed magic users as evil, also has the highest concentration of necromancers in the world.