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Offline Druss_the_Legend

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How does magic work in your world?
« on: September 23, 2024, 01:24:51 AM »
1. How does magic work in your world/setting?

2. Which rolemaster companions do you use other than Spell Law to enhance magic in your game?

3. Have you introduced any homebrew rules for magic in your campaign? 


Offline Thot

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Re: How does magic work in your world?
« Reply #1 on: September 23, 2024, 04:57:37 AM »
All answers for my current campaign.

1.The Essence is a living spirit, crated by the god who created magic, in the same act. Nudging and sometimes punching it to do what you want is the core of all Essence magic. Once that idea was in the world, all the gods found ways to grant similar powers to their devout followers, which again means that they (and their lesser spirit beings) actes as spirits to the casters in a similar way as The Essence does. Today, Channeling magic is called "intuism", because when the gods disappeared, people found that certain items, called "shards", that can be found all around the world and taht emit intuistic energy, can be used if you follow your instincts (there are so many of those that they created many millions of overlapping zones of intuistic magic). People have figured out that these shards are what remains of the gods. Mentalism is cast using your own spirit to achieve things.

2. I use RMU only right now, even though I do own several RM2 companions.

3. Not in this campaign. I use RAW.

Offline EltonJ

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Re: How does magic work in your world?
« Reply #2 on: September 23, 2024, 11:39:25 AM »
I haven't started my campaign yet.  It's in Greyhawk.

1. The Essence is the luminiferous æther that Nikola Tesla was talking about to Einstein once.  The æther is the fluid medium through light transmits through. Everything is vibration, and the æther holds all possibilities. An Essence user taps into the æther to cause magic.  Gods channel magic through the æther, and Mentalism users affect the æther with their minds.
2. I'll be using RMSS/FRP.  To not overwhelm my players with options, we will just use the RMSR, Arms Law, Spell Law, and Creatures and Monsters.  I will also use the Treasure Companion.
3. Not yet, the campaign hasn't started yet.  I'll be using the RAW to start with.

Offline Cory Magel

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Re: How does magic work in your world?
« Reply #3 on: September 23, 2024, 11:58:24 PM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).
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Offline Druss_the_Legend

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Re: How does magic work in your world?
« Reply #4 on: September 24, 2024, 12:27:28 AM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).

Appreciate the input. Im considering a big changeup of magic in my world. An evil god will throw the rulebook out and magic as the players know it will be changed forever. Blood magic, Dark Rituals and Darkness spells will gain greater power.

Offline Druss_the_Legend

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Re: How does magic work in your world?
« Reply #5 on: September 24, 2024, 02:03:10 AM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).

Appreciate the input. Im considering a big changeup of magic in my world. An evil god will throw the rulebook out and magic as the players know it will be changed forever. Blood magic, Dark Rituals and Darkness spells will gain greater power. Sorcerors, Evil Clerics, Dark Paladins are going to be scary good.

Offline Spectre771

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Re: How does magic work in your world?
« Reply #6 on: September 24, 2024, 03:52:26 PM »
The only magic that exists in my game world is from Elemental Companion and Alchemy Companion.  The "Renaissance" has happened and everyone is enlightened <snicker>.   Almost all that passed previously as 'magic' has been successfully explained away by science, knowledge, education.  Elementalism and Alchemy are the new science and where the focus is on.  The results happen (magically) but science hasn't been able to explain it... yet.  No "enlightened" person will use the word "magic" to explain the events.  For now, it all seems magical but educated society knows it will find the answers and remove the magical appearance these new events currently possess.

Seeing x-rays photos for the first time certainly seemed magical and wonderful at the time, but science was able to explain the magic.  Alchemy happens, Elementals happen, science just hasn't uncovered the explanations for them yet.

This leads the party into a delicate social balancing act.  The smaller towns and villages believe it is magic, but cosmopolitan areas with higher education claims it is all science.  Those who practice the arts are divided between magic users and scientists trying to uncover the mystery.
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Offline EltonJ

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Re: How does magic work in your world?
« Reply #7 on: September 24, 2024, 04:39:33 PM »
The only magic that exists in my game world is from Elemental Companion and Alchemy Companion.  The "Renaissance" has happened and everyone is enlightened <snicker>. 
Weird, I was thinking of a world like that earlier.

Offline jdale

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Re: How does magic work in your world?
« Reply #8 on: September 24, 2024, 07:46:32 PM »
I guess that's the opposite of me. There is no magic, it's all just making use of incredibly advanced technology that now suffuses many types of materials. You can draw upon the stars for wisdom, but they are actually ancient satellites. Gods are recorded in mythology but were just legendary figures from the time when this power was understood. And so forth. But anyone in the world will describe it as magic, because they have no other understanding for how it works and the results are miraculous.

In a pure fantasy setting, I prefer to take a more strictly fantasy approach and destroy modern preconceptions. E.g., in our LARP when you look up at the night sky you are seeing spirits move across the dream realm. I think it's easier to adopt a fantasy persona's mindset if you actively reject science not just as in-character beliefs but also as features of the world.
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Offline MisterK

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Re: How does magic work in your world?
« Reply #9 on: September 25, 2024, 06:21:52 AM »
I guess that's the opposite of me. There is no magic, it's all just making use of incredibly advanced technology that now suffuses many types of materials. You can draw upon the stars for wisdom, but they are actually ancient satellites. Gods are recorded in mythology but were just legendary figures from the time when this power was understood. And so forth. But anyone in the world will describe it as magic, because they have no other understanding for how it works and the results are miraculous.
Is it the application of Clarke's Third Law to a RPG setting ? :)

Quote
In a pure fantasy setting, I prefer to take a more strictly fantasy approach and destroy modern preconceptions. E.g., in our LARP when you look up at the night sky you are seeing spirits move across the dream realm. I think it's easier to adopt a fantasy persona's mindset if you actively reject science not just as in-character beliefs but also as features of the world.
You're probably right, even if I never went that way - the more I GM, the more I realise that having a creation myth that actually means something in the world and is present in everyday life and in natural phenomena (instead of merely being background notes for religious characters) is fundamental to establishing a proper fictional environment. I would add that technical rules should push in the same direction - if you have the myth explain things a certain way but the rules resolving it in another way, the dissonance created actually pushes players out of the fiction. That's why I believe the best systems are those that are custom-crafted to fit the setting to a T - the problem usually being that, since they tend to be specialised, they also tend to have limited exposure and fame are are likely to be less refined than more generic and well-known system. But when you find a system that is both well-crafted and perfectly suited to the specific setting and associated creation myth, you have a winner.
Of course, you have to basically steer clear of generic rule sets. But it means promoting the industry in all its variety, so I can't see where the problem is :D

Offline Druss_the_Legend

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Re: How does magic work in your world?
« Reply #10 on: September 25, 2024, 01:37:21 PM »
Some day I'll write all this up into more formal setting.

Essence is elemental power, the elemental essence of non-sentient material that makes up the universe/world.
Mentalism is the power of a creatures own mind.
Channeling is the power of a bunch of creatures minds (whose worship channels their power to who/what they worship then that thing channels it back to select individuals).

Technically I partially separate out something called 'Life' and 'Unlife' that's a bit of a hybrid of all the forms of magic.  Mindless or controlled undead (Skeletons, Zombies, etc) are typically the result of Essence.  But intelligent Undead (Vampires, Lich, etc) are the result of 'Unlife' (true evil) which is a little bit of all the forms of magic.  While non-evil undead (a stuck spirit or ghost for example) are an echo of 'Life' or the natural lifeforce of sentient beings, which isn't quite the same as Channeling.  Unlife and Life and kind of like Entropy and Negentropy.

Magic is largely believed to be rare, but in reality is fairly common. Just not on a very noticeable level.
Religious groups are the only ones that can freely display magic without much fear of unwanted notice.

About 1 in 100 people can use magic (akin to cantrips). This usually goes almost completely unnoticed.
About 1 in 10 of them will actually learn a 'spell list' as we know it. This might be a gifted crafter or healer in a village and goes mostly unnoticed. So 1 in 1,000 of the population.
About 1 in 10 of them will become a Semi-spell user. So 1 in 10,000 of the population. Menalists tend to fly under the radar, Channelers (Priests, Paladins, etc) are considered fairly normal, but Essence users are held in awe or feared. There are very prominent users (there are Elementalist guilds) and they clash with certain groups (often religions) regularly.
Less than 1 in 10 of them will become a Pure or Hybrid spell users.  So 1 in 100,000 of the population at most.

I use material from various RM1/2, RMSS/RMFPR and I've got lots of material I've created myself (some of which some of you have seen in various places).

I am creating a new magic system for my campaign, where vampire lords and a dark god spread corruption and fear. There will be a cataclysmic event that will create 'Eternal Night' and skew the balance of magic towards darkness.

Some early ideas around how this will manifest:

Corruption: Spell users must contend with the corrupting influence of the dark god and the vampire lords. Using magic can lead to physical and spiritual corruption, manifesting as mutations, madness, or a loss of humanity. Characters must balance their power with the risk of succumbing to this corruption, creating tension in their choices.

Shadow and Light Realms: Magic is now divided into two main Realms: Shadow Magic and Light Magic. Shadow Magic, practiced by vampires and their followers, thrives in darkness, granting powerful but dangerous abilities. Light Magic, while rarer and more difficult to harness, represents the struggle against corruption and can be used to heal or purify. However, it may attract the ire of the dark powers, adding risk to its use.

Rituals and Sacrifices: Powerful spells require rituals that demand sacrifices—be it blood, memories, or even the life essence of creatures. These rituals can be communal, involving others who share the same goals, or require a personal sacrifice that shows devotion to the Dark God. This sacrifice is the cost of wielding magic in a world steeped in fear and despair.

Eternal Night Influence: The omnipresent darkness affects magic in various ways. Spells may be amplified during specific phases of the eternal night or diminished during rare moments of celestial alignment. Certain areas, like cursed ruins or haunted forests, will enhance specific types of magic. Power point recovery will be determined by the phases of the moon.

Echoes of the Fallen: The spirits of those who have fallen to corruption linger in the world, creating a network of echoes that spell users can tap into. However, seeking their power is fraught with danger, as these echoes may demand loyalty or exact vengeance on those who misuse their gifts. Characters must navigate the ethics of using such power while dealing with the consequences of invoking the fallen.

Demonic Servants: A hierarchy of demonic servants will appear who are loyal to the Dark God but which also have their own twisted goals. These demons can be communed with and bargained with. Pacts for power are possible for those spell casters powerful enough or reckless enough to summon a demon and attempt to negotiate a bargain of mutual benefit.

I want a magic system that enhances the themes of fear, corruption, and the struggle of good versus evil in my campaign setting.

Offline Druss_the_Legend

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Re: How does magic work in your world?
« Reply #11 on: September 25, 2024, 02:00:52 PM »
With a little support from ChatGPT, here is the framework im using to help develop my new Light vs Dark magic setting.

Source of Power: Magic must have a defined source, such as natural elements, celestial bodies, ancient artifacts, or the essence of living beings. This source can influence the type of magic available (e.g., elemental, necromancy, divine) and can be tied to the world’s lore and history.

Cost and Consequences: Casting spells often comes at a cost, whether it’s physical, mental, or material. This could involve expending personal energy, sacrificing resources, or facing dire repercussions (like attracting unwanted attention or corrupting the user). This rule encourages players to think strategically about their use of magic.

Complexity and Learning: Magic should require study and practice. Spellcasting could involve learning specific rituals, incantations, or techniques. This complexity can lead to different schools of thought or branches of magic, encouraging players to specialize and evolve their characters over time.

Environmental Influence: The effectiveness of magic can be affected by the environment. Certain spells may be more potent in specific locations or during particular times (such as solstices or eclipses, lunar cycles). 

Interconnectedness: Magic should be interwoven with the world’s cultures and societies. Different regions or factions might have unique magical practices, beliefs, and taboos. This interconnectedness can create tension, alliances, and magical politics/ethics.

Offline MisterK

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Re: How does magic work in your world?
« Reply #12 on: September 26, 2024, 05:46:20 AM »
1. How does magic work in your world/setting?
All magic is powered by the Essaence, the energy that bathes the world and its surrounding moons and permeates almost everything. By Essaence, everything is connected, except those rare materials that are not permeated by it and cannot be affected by magic. Magic is the alteration of reality by altering the Essaence, how it flows, and how it affects the world.
The Essence Realm is the alteration of reality by using the caster's body and connection with the Essaence to change the way the essence interacts with the environment. Essaence typically requires somatic components because of it, and often verbal and/or material as well. Essence is more attuned, though not limited, to physical manipulation because of it.
The Mentalism Realm is the alteration of reality by using the caster's will to change the threads of Essaence in the environment. Mentalism requires mental focus, and sometimes verbal components to assert one's will into action. Mentalism is more attuned, though not limited, to mental manipulation because of it.
The Channeling Realm is the alteration of reality by focusing on a psychological icon that represents an ideal or greater power and bending the Essaence to one's will by the brute force that comes with unshakeable conviction. It typically requires verbal components, and sometimes somatic as well. Being brute force, it does not require as much talent or finesse as Essence or Mentalism, but requires more willpower and stamina. Since the caster invokes a psychological construct linked to a greater power, this greater power, if it exists, can use the construct to enhance or hinder the caster's efforts, but barring specific interest from the power, the caster's effort does not require assent or direct communication with the power.
Arcane is not a Realm. It is the direct threading of the Essaence into action. Whereas the Realms change the weave of the Essaence, Arcane creates weave where there isn't and acts directly on the Essaence without it going through the caster's body or mind. It is the underlying foundation of all magic, and the Realms are built on top of it to provide access to those not truly gifted.

Essaence is change - it is especially attuned to life because life is also change. It is attuned to emotions. There is a close connection between Essaence and disorder (chaos without a capital C).
The Unlife is the negation of change. It is both stasis and regression to a state of peace through absence. The Unlife is more attuned to inert matter, but even matter can decay, and the Unlife is the perfect state after everything has lost the ability to change (and decay). The Unlife is not "Evil" (most demons are unspeakably evil from human point of view, yet are of the Essaence), but since it promotes the decay of everything to nothingness and nothingness often terrifies people, it is usually considered evil, which is a misconception. Most of Unlife's minions do not understand it and try to use it for their own, selfish or evil, ends - but eventually, they share the same fate as everything else: they are hollowed, and then are no more.

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2. Which rolemaster companions do you use other than Spell Law to enhance magic in your game?
I use RMSS as a basis (Spell Law, Essaence, Channeling and Mentalism Companion, plus Treasure Companion) and sprinkle liberally with anything from RM2 that strikes my fancy. I also designed a handful of lists and house rules.

Quote
3. Have you introduced any homebrew rules for magic in your campaign?
Yes. I changed the rules about spellcasters and armour, changed the mechanisms for spellcasting and resistance (I use a single roll mechanism), changed the way people recover power points and how they can cast spells without power points, included spell alteration into standard casting, introduced magic styles, changed the way rituals work (and basically completely integrated alchemy in the ritual casting mechanism, which means that Alchemy lists are redundant until I find another use for them - probably superficial enchantment of limited scope and duration similar to bladerunes, and so on.
But my current RM iteration is barely recognizable as RM, and I plan to change it even further. I should rewrite the lists because some of the spell parameters are not directly usable anymore, but the work is huge. I will likely drift even further way from RAW in my next iteration, both magic and otherwise.

Offline Druss_the_Legend

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Re: How does magic work in your world?
« Reply #13 on: September 26, 2024, 08:28:02 PM »
1. How does magic work in your world/setting?
All magic is powered by the Essaence, the energy that bathes the world and its surrounding moons and permeates almost everything. By Essaence, everything is connected, except those rare materials that are not permeated by it and cannot be affected by magic. Magic is the alteration of reality by altering the Essaence, how it flows, and how it affects the world.
The Essence Realm is the alteration of reality by using the caster's body and connection with the Essaence to change the way the essence interacts with the environment. Essaence typically requires somatic components because of it, and often verbal and/or material as well. Essence is more attuned, though not limited, to physical manipulation because of it.
The Mentalism Realm is the alteration of reality by using the caster's will to change the threads of Essaence in the environment. Mentalism requires mental focus, and sometimes verbal components to assert one's will into action. Mentalism is more attuned, though not limited, to mental manipulation because of it.
The Channeling Realm is the alteration of reality by focusing on a psychological icon that represents an ideal or greater power and bending the Essaence to one's will by the brute force that comes with unshakeable conviction. It typically requires verbal components, and sometimes somatic as well. Being brute force, it does not require as much talent or finesse as Essence or Mentalism, but requires more willpower and stamina. Since the caster invokes a psychological construct linked to a greater power, this greater power, if it exists, can use the construct to enhance or hinder the caster's efforts, but barring specific interest from the power, the caster's effort does not require assent or direct communication with the power.
Arcane is not a Realm. It is the direct threading of the Essaence into action. Whereas the Realms change the weave of the Essaence, Arcane creates weave where there isn't and acts directly on the Essaence without it going through the caster's body or mind. It is the underlying foundation of all magic, and the Realms are built on top of it to provide access to those not truly gifted.

Essaence is change - it is especially attuned to life because life is also change. It is attuned to emotions. There is a close connection between Essaence and disorder (chaos without a capital C).
The Unlife is the negation of change. It is both stasis and regression to a state of peace through absence. The Unlife is more attuned to inert matter, but even matter can decay, and the Unlife is the perfect state after everything has lost the ability to change (and decay). The Unlife is not "Evil" (most demons are unspeakably evil from human point of view, yet are of the Essaence), but since it promotes the decay of everything to nothingness and nothingness often terrifies people, it is usually considered evil, which is a misconception. Most of Unlife's minions do not understand it and try to use it for their own, selfish or evil, ends - but eventually, they share the same fate as everything else: they are hollowed, and then are no more.

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2. Which rolemaster companions do you use other than Spell Law to enhance magic in your game?
I use RMSS as a basis (Spell Law, Essaence, Channeling and Mentalism Companion, plus Treasure Companion) and sprinkle liberally with anything from RM2 that strikes my fancy. I also designed a handful of lists and house rules.

Quote
3. Have you introduced any homebrew rules for magic in your campaign?
Yes. I changed the rules about spellcasters and armour, changed the mechanisms for spellcasting and resistance (I use a single roll mechanism), changed the way people recover power points and how they can cast spells without power points, included spell alteration into standard casting, introduced magic styles, changed the way rituals work (and basically completely integrated alchemy in the ritual casting mechanism, which means that Alchemy lists are redundant until I find another use for them - probably superficial enchantment of limited scope and duration similar to bladerunes, and so on.
But my current RM iteration is barely recognizable as RM, and I plan to change it even further. I should rewrite the lists because some of the spell parameters are not directly usable anymore, but the work is huge. I will likely drift even further way from RAW in my next iteration, both magic and otherwise.

wow. impressive work. Thanks for your input. Im very much in the early stages of reshaping spells and spell realms. Its a really interesting design space and already in these forums im noting how varied each GMs application and interpretation of the spell system from Rolemaster is. I have never explored how magic works in much detail and this forum has got me thinking about the important elements i will need to include in any reshaping of the rules around magic in my setting. I have homebrewed many rules around combat in my campaign. Feels like its time to change modes and look deeper into magic.

Offline GrumpyOldFart

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Re: How does magic work in your world?
« Reply #14 on: October 12, 2024, 02:01:00 PM »
How does magic work in my world? Like this:
Excerpt from Opening Day Lecture in THAU 131 by Flaude Thierry, DT, Pa!a Xu University:

Before class, a middle aged man who appears to have a nervous tic walks around the perimeter of the room, muttering to himself and occasionally giggling. He checks each door and window to make sure it is securely closed or shuttered, approaching cautiously from the side as if he fears an attack by ambush. Finally he takes the stage. He looks at the stool on the stage in disgust, takes it away and returns with another that is apparently identical. Satisfied, he turns to the class.

   Welcome to Thaumatology 131. Before we go any further, I want to make sure you are all aware of just what you have signed up for. Approximately one in fifty of you will end your days as a babbling idiot, a crazy person, drooling and soiling yourselves while chained to a wall. Perhaps if you’re lucky, you may be hunted down and killed by your friends, to get rid of the danger you pose to everyone around you. If you aren’t prepared to accept that risk, go see the cashier and get your money back. Go do something boring and safe with your life, like dentistry for dragons.

   He pauses for a good part of a minute, examining faces carefully.

   Still here? Very well then, you can’t say you weren’t warned. Let’s begin.

   Magic is inherent in the shape of space and time. It is built into the very fabric of the universe. It is impossible to prove this absolutely other than by the obvious method of “It exists, therefore it must exist,” for reasons that will become apparent. But there are many things that suggest the presence of magic to the inquiring researcher. Among them is the fact that the math and the theory that works fine in the middle of the probability curve, where we and everything we’re likely to encounter all exist, breaks down at both the smaller and the larger extremes of that curve. Yes, there is a minimum and maximum amount that can be measured, both in space and in time, both in matter and in energy. And that’s not a limitation of our ability, that’s a limit built into reality. The most fundamental rule of this reality we live in is that all things progress towards greater and greater chaos, slowly but inexorably. And yet every single thing in our reality, without exception, is an orderly progression in defiance of that fundamental rule.

   There are lots of little things, that can be found in every aspect of the universe around us, and each of them gently whispers that reality simply cannot be made to make sense unless one assumes that the space, the time, the matter, the energy, and the obvious, easily discoverable rules by which they operate and interact, are not the only things in play.

   Which brings us to our first problem, and why I warned you about madness.

   The obvious rules by which our world works give us wheels and gears and ramps and pulleys, all the machines that make modern life so easy. That world is, in a very real sense, your enemy. You see, the road to success in such a world depends on knowing that the world is what it is, that it doesn’t care what you think, that you have to learn to deal with it. No matter how drunkenly confident you are that the frayed rope you’re using will hold the load you’ve placed on it, the rope doesn’t care about your opinion, and if you overload it, it will break and the falling load will kill you.

   That’s the world you live in, and please trust that I am not criticizing that approach to life. But that’s not the world I live in, nor any other professor in this university, or any other successful magic user of any sort, anywhere.

   For us, reality is exactly, precisely what we demand it to be, nothing more nor less. That sounds wonderful, but if you are sloppy in your demands, your reality will turn and bite you. Worse, if you fail to be utterly unflinching in the demands you place on your reality, it will dissolve into something that is exactly as bad as the worst you can imagine.

   Magic can make your dreams come true. Sounds nice, doesn’t it? Now remember some of your dreams, the ones that woke you up screaming and crying when you were a child. Now you begin to get a bare glimpse of the dangers involved.

   And you, my poor souls, in order to succeed in this craft you have so foolishly chosen, have to stand at the boundary between the two worlds.

   There are several ways to tap the power inherent in the world around you. But what is universal and constant is that you have to be mad to do it. That’s not just a figure of speech. Psychosis is defined as an inability to distinguish between what is real and what is not. And yet no matter whence you draw your power, no matter what tools you use to shape it, one thing is constant: In order for it to work, you have to be absolutely, utterly certain that reality is what you demand it to be, not what your environment shows you. Moreover, the thought and emotion patterns required to shape the spell are likely to be quite different from the thought and emotion pattern that gives you such utter certainty. That ability to make reality bow to your demands has to be such an integral part of you that you don’t have to devote any attention to it, any more than you have to think about whether the sun will rise in the morning, or whether something you drop will fall downwards instead of upwards. And as if that isn’t enough, when you achieve that state and your spell works, now you have to be able to stop being that person and go back to being someone who believes what he sees in order for the spell to stop. In short, you have to go back and forth at will between a world governed by “reality doesn’t care what I believe” and a world governed by “what I believe doesn’t care about reality.”

   In order to make a spell work, you have to be provably insane in a precise, measurable fashion, on demand… and then while in that state, be able to unravel it all and go back to being a sane person. And you’ll have to do this every time you cast anything, even the most minor of cantrips. And to make a career of it, you’ll have to do this several times a day, every day, for all of your life.

   For those who have fully grasped the implications of what I’ve said, we will now take a short break so you can use the privies.

You put your left foot in, you put your left foot out... Traditional Somatic Components
Oo Ee Oo Aa Aa, Ting Tang Walla Walla Bing Bang... Traditional Verbal Components
Eye of Newt and Toe of Frog, Wool of Bat and Tongue of Dog... Traditional Potion Formula

Offline GrumpyOldFart

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Re: How does magic work in your world?
« Reply #15 on: October 12, 2024, 02:39:37 PM »
The bottom line is, if you roll a spell failure, you have to make a sanity check.
You put your left foot in, you put your left foot out... Traditional Somatic Components
Oo Ee Oo Aa Aa, Ting Tang Walla Walla Bing Bang... Traditional Verbal Components
Eye of Newt and Toe of Frog, Wool of Bat and Tongue of Dog... Traditional Potion Formula