Post by Shen on Mar 1, 2013 21:05:29 GMT -5
UNDERSTANDING MAGIC ABILITY.
There is no quantitative way to measure magic power. There is no means to measure comparative power of magic abilities, or how strong a magic wielder may or may not be. The only value associated with magic use is of course, your magic Talent. The Talent system is very simple, so how to have an intricate and complex magic system rather than a spell slinging free-for-all?
To understand what a mage can and cannot do outside what branch of magic they have access to, it's important to acknowledge a couple of points:
- There is no mana, or mana pool. Fatigue is not something that can be measured and no simple 'fatigue cost' can be given to any magic use.
- Having points in a magic Talent does not grant you 'more power' in terms of how much magic you can cast.
- Having more than one magic Talent does not make you more powerful but rather, more versatile.
- There are no 'spells' other than those should you role play magic use as such. It is better to consider complex magic use as 'techniques'.
Magic talent and Fatigue.
In the very simplest manner, having more points in a magic talent means you are more familiar with that magic. You don't have a larger brain or well of power to call on for your magic use. Instead, your familiarity with your magic is measured by your Talent. How does familiarity factor in?
Greater familiarity means that things you do with your magic can come easier. For example, techniques you used at Talent level one were costly. You were a novice and your techniques would have been simple and unrefined, being very basic uses of magic. At higher talent levels, those techniques come easier to you. Your developed skill with your magic makes lesser things easier, more refined and best of all; they cause less Fatigue. In turn, your newer skills will be harder and less refined, just as your lesser techniques were new to you long ago.
Whilst Acclaim has little to do with Magic use and is primarily the prerequisite to gaining more talent, we ask that players choose to 'develop' their magic use throughout the course of the game, even though they may begin with greater Talent totals. A player starting with level 5 in a magic Talent certainly has a great arsenal, but developing new techniques should also be part of your character progression.
Magic talent and power.
Again, having a greater magic Talent does not grant you more power. It is not an unlocking of 'now I have reached this level and can do a fireball', but again indicates your familiarity and your progression with magic. It is only natural you would grow and evolve and therefore, develop greater and more powerful techniques.
On the flip side, having more familiarity means you wield magic with less strain, or Fatigue. This does mean you could empower a technique more, at an appropriate cost. A technique you wielded at level 1 can now last longer, or be more powerful at level 3 if you choose to expend the energy and focus.
MULTIPLE MAGICS.
As talent points do not grant you 'more fatigue' or greater power, having multiple magic talents gives you no benefit outside of being more versatile. A mage accomplished in all types of magic is no stronger than another mage with just one path. He has access to far more techniques of course and that versatility may well make him superior in a duel, but there is no way to measure this.
'Spell' as a misnomer.
The term spells carries many connotations and preconceptions. Our system prides itself on both simplicity and freedom. One character may use traditional arcane symbols and chanting in the role playing of their 'spells', whilst another character may have a very simplistic, intuitive grasp on their Talent. Both are magic users and both may be on equal footing with the only difference being their approach to their talent usage. That being the case, 'technique' is a far better term to use.
Understanding magic role play.
How you choose to role play your character's magic use is entirely up to you, but understand that regardless of how your character accesses their magic; their magic wielding must be within the constraints of the system. There are a couple of simple points to remember:
- No character may simply summon or manifest their magic. They must have access to their element.
- No magic is instantaneous. Whilst the simplest techniques may become very quick for the experienced mage, no magic is ever manifested immediately. There must be some gesture, some degree of focus and some small degree of time it will still take to complete. The only exception in a sense, would be a technique created prior to act in that manner.
- Greater techniques not only cause more fatigue, but require more effort and role play. Simply 'paying for' a powerful technique is not enough, the character must devote the time and focus to performing that technique.
A note on ritual and 'casting'.
All characters are invited to have their own background with magic as as such, should have their own 'style' when wielding magic. This can be elaborate hand gestures, to drawing arcane symbols, to reciting spells or even performing a dance. This is up to the player. Regardless of how simple of complex your 'casting' might be, we expect all players to spend an amount of time suitable to the potency of the magic application. A small task should be rather quick, a large, dangerous spell should take some time to prepare or cast. Casting an explosive fireball with the blink of an eye is simply not allowed and a GM will have your technique fail, drastically.