Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Thursday, August 16, 2018

Weird Revisited: Toward A Taxonomy of Magic

The original verison of thie post appeared in September of 2011.


Discussion last week got me to thinking (tangentially) about different magic systems in media and how they might be categorizes. Maybe taking a closer look at these sorts of models might suggest variations for gaming systems? This analysis is in the formative stages, so bear with me here.

It seems to me that on one side we have ritual-based systems. Spells in these systems tend to be specific, discrete entities with distinct effects. Some sort of ritual (of varying levels of complexity) is involved in their production. Effects may be flashy and visual, but just as often there is no visible connection between caster and effect, other than the caster's ritual performance. Magical duels are games of "oneupmanship" with canny spell choice winning the day.  Various ritual magic systems in the real world are examples of this, as are many popular rpg systems. Card-based systems of various manga and anime (and the card games they support) would probably be a variant. Interestingly, this sort of system is otherwise not particularly common in media, though it is not new: Roger Corman's The Raven (1963) has a wizard duel of the ritual sort, though much less elaborate in terms of ritual than what would come later.


On the other end of the spectrum are energy-based systems. These portray magic as some force to be manipulated and wielded. Effects tend be very visible. There may be talk of spells or “cants” or “weaves,” but these tend to be portrayed more like maneuvers or techniques rather than strict formula. Magical duels are marked by a concern with the comparative "power levels" of the participant, not in the advantageousness or disadvantageousness of the spells they choose to employ.  Most comic book mages (outside of John Constantine) wield this kind of magic--and so does Green Lantern, for that matter. Many literary mages are off this type: The Aes Sedai in the Wheel of Time series, the Schoolmen in R. Scott Bakker’s Three Seas novels, and the Warren-tapping mages of Erikson’s Malazan Book of the Fallen series are all examples.

Of course, it’s a spectrum with many systems showing some elements of both. For example, Harry Potter magic has ritual, but the power level of individual mages is very important. Also, what characters say about there system is often not completely congruent with how they appear to work; Doctor Strange mentions a lot of spells and rituals, but the appearance of his magic tends to be energy manipulation.

Still, I haven’t been been able to think of one so far that does seem to fit. Obviously, there are other parameters to consider--external versus internal power source, for instances--but I think this divide is the most generalizable.

Monday, November 21, 2011

Real Magic in the Dungeon


Magic in D&D (and most rpgs, for that matter) doesn’t bear much resemblance to magic as people practiced (and practice) it in the real world. There’s probably a couple of reasons for this: 1) in the early days of the hobby, there really doesn’t seem to have been much interest in real world models (or at least not as much as fictional ones); 2) real world magic may not seem particular “gameable.”

There have been a few attempts to inject more real world elements over the years: Isaac Bonewits’s Authentic Thaumaturgy, Chaosium’s Liber Ka for Nephilim, and the ritual magic system originally presented in GURPS Voodoo. The internet tells me that 4e has added a ritual magic system to D&D, though I don’t know anything about it. Most of these are icing, additions, or alternatives for more “standard” rpg magic systems.

I wonder if traditional dungeon fantasy sort of games would work with only ritual magic? This would mean most spells would be difficult to cast in the dungeon, much less in combat. Of course, just like in the real world, there would be charms and magical materials (and presumably other magic items) that could be employed. The computer rpg Darklands did this by replacing magic use with alchemy created potions that could be used in combat.

This might be a big change in the game role of the magic-user. I don’t think if this were the way magic worked in the setting that it would mean magic-user’s wouldn’t adventure. The chance to wrest magical secrets and items from dungeons would still get them down there. But of course, game “balance,” etc., etc. Still, if magic were rarer and more “realistic” would having a little magic be as much of an advantage as having a lot is in a standard game world where it’s much more common?

Monday, September 5, 2011

Toward a Taxonomy of Magic


Discussion last week got me to thinking (tangentially) about different magic systems in media and how they might be categorizes. Maybe taking a closer look at these sorts of models might suggest variations for gaming systems? This analysis is in the formative stages, so bear with me here.

It seems to me that on one side we have ritual-based systems. Spells in these systems tend to be specific, discrete entities with distinct effects. Some sort of ritual (of varying levels of complexity) is involved in their production. Effects may be flashy and visual, but just as often there is no visible connection between caster and effect, other than the caster's ritual performance. Magical duels are games of "oneupmanship" with canny spell choice winning the day.  Various ritual magic systems in the real world are examples of this, as are many popular rpg systems. Card-based systems of various manga and anime (and the card games they support) would probably be a variant. Interestingly, this sort of system is otherwise not particularly common in media.


On the other end of the spectrum are energy-based systems. These portray magic as some force to be manipulated and wielded. Effects tend be very visible. There may be talk of spells or “cants” or “weaves,” but these tend to be portrayed more like maneuvers or techniques rather than strict formula. Magical duels are marked by a concern with the comparative "power levels" of the participant, not in the advantageousness or disadvantageousness of the spells they choose to employ.  Most comic book mages (outside of John Constantine) wield this kind of magic--and so does Green Lantern, for that matter. Many literary mages are off this type: The Aes Sedai in the Wheel of Time series, the Schoolmen in R. Scott Bakker’s Three Seas novels, and the Warren-tapping mages of Erikson’s Malazan Book of the Fallen series are all examples.

Of course, it’s a spectrum with many systems showing some elements of both. Also, what characters say about there system is often not completely congruent with how they appear to work; Doctor Strange mentions a lot of spells and rituals, but the appearance of this magic tends to be energy manipulation. Still, I haven’t been been able to think of one so far that does seem to fit. Obviously, there are other parameters to consider--external versus internal power source, for instances--but I think this divide is the most generalizable.

Sunday, April 25, 2010

Mail Order Magical Materials

From the early 1930s until after World War II, companies like King Novelty Company sold "curios,"--hoodoo charms and ritual materials--and grimoires (including the famous Pow Wows, or The Long Lost Friend) alongside cosmetic and medicinal items.

In the world of The City, catalogs like these are handy resources for material components and materia magica. Even in more traditional, pre-industrial fantasy campaigns these materials might be used to add some flavor to spellcasting. For campaigns that don't use material components, maybe these materials enhance the potency of spells?

Here's a selection of some of the materials offered in the catalogs with suggested D&D game effects.  Example spells affected for each material are from the Open Game License System Reference Document version 3.5.

Devil's Shoe-String: Thin, flexible roots of a family of plants related to honeysuckle. These can be used as components in spells to "tie up" or "hobble" enemies (Entangle, Hold spells, Slow, Snare) and also be carried for luck in gambling.

Goofer Dust: Made from graveyard dirt, powdered, shed snake-skins, sulfur, and salt in the main, exact goofer dust formula's are trade secrets of the various manufacturers. Goofer dust is sprinkled where an enemy will walk, or perhaps placed inside his shoes, and leads a magical poisoning. [On a failed saving throw, the victim suffers a -2 to penalty to attack rolls, saves, and ability checks for a period of 1-10 days.]

Graveyard Dirt: Dirt acquired in a graveyard can be used as a material component for some spells which do harm to others (Bestow Curse, Cause Fear), but can also be used in spells of protection (Various Protection and Magic Circle spells). Whether graveyard dirt is gathered by the would-be caster or bought from a supplier, care should be taken that it has been "paid for"--usually by leaving an offering of a silver piece in the graveyard--to appease the spirits of the dead.


Lodestone: Pieces of naturally magnetic iron ore. Lodestone is a component used in spells of luck (Locate and Find spells), or attraction (Charm and Summon spells). Some hold that different color lodestones have greater potency when used for specific purposes.

Four Thieves Vinegar: An ancient, Old World formula, this is a mixture of herbs and vinegar, which can be ingested or applied topically to provide resistance to disease and magical protection. [Adds a +2 to saving throws against disease, and a +1 against spells for 2-12 days with each application.]


Van Van Oil: Made from herbal essential oils, it may be applied to the body or a surface as a component of spells of protection ([Alignment], Magic, Arrows, etc.). It can also be used to anoint magical items like amulets or rings to enhance them, or weaken cursed items. [Application of the oil adds one additional charge (1 time/item) to an item with limited charges, adds a bonus to the effect of any non-charged item for 1-10 hours, or removes the deleterious effect of a cursed item for 1-10 hours. These last two effects may be gained more than once per item, though never in a cumulative fashion. The oil has no effect on scrolls, potions, or magical weapons or armor.]

For information on real-world hoodoo and rootwork, and more examples of magical materials. check out Cat Yronwode's great website.