Magic
From RainGamersWiki
Contents |
Magic
There be spoilers ahead.
If you don't want a little bit of the mystery of The World to be lost, go back now.
Still here? OK, you've been warned.
What Magic Is
"Magic" appeared at nearly the same instant the people did. The changes to biology, chemistry, neurophysiology, genetics, and a whole raft of other disciplines that were incorporated in the changes enumerated in Project Brin gave The People sentient existence, and incredible powers. The cost, of course, was the death of, effectively, the entire primate branch of the Tree of Life.
This is due to the underlying reason for "magic" working in The World: the virus that created The People, including the changes to brain size, shape, and chemistry, also unlocked psychic abilities: telekinesis, telepathy, psychic projection, etc. So magic, as it were, is based on personal belief and imbuement of items, rather than any external source. This means that a magic sword that works for J. Random Wolf won't necessarily work, or work as well, for R. Another Wolf. For instance, your fellow pack members' swords and armor will be much more powerful to you (since you've seen it in action) then even armor from someone of your own clan or bloodline. It also means that there's a limit to the "transferability" of magic items, though there are exceptions to this -- potions, unguents, salves and the like are generally transferable due to the psychic enhancement of the placebo effect.
Artifacts and You
Magic, it should be noted, is distinct in effect (if not in mechanics) from Magical Artifacts. Artifacts are, in fact, lost and forgotten technology, old and mysterious items from the lost past of Humanity. While some artifacts can be powered by magic, most are self-contained and distinct, in addition to being mostly unique and likely only temporary. Artifacts can be permanently created, but can also be permanently destroyed or lost. That +1 sword is a magic item; the Teeth of the Gods is an artifact (a battery-powered chainsaw).
Safe for Animal Consumption
In addition to magical weapons, armor, and items, and distinct from artifacts, are consumables -- potions, scrolls, rituals, alchemical items, and the like. These can be created by anyone with the appropriate knowledge, and can be shared between characters without difficulty, assuming that the appropriate material components can be secured (these will be determined on a case-by-case basis as it comes up).
The Mechanics of Magic
Since it's highly unlikely that there will ever be a sufficient economy to support the purchase and sale of magic items, and given that magic is incredibly personal anyway, rather than hunting stuff up I've decided to simply give out stuff on a per-level basis.
Here's how it works.
- Consumables -- At every level, an amount of consumable magic or alchemical items equal to level+3 is available for each character. These are things that are assumed that the character finds, or that the brewmaster of the team has created, or whatnot.
- Magical Items -- At every third level, starting at 2nd level, players can enhance a magic item equal to their character level+1. So at level 2 you get a 3rd level item, at 5 you get a 6th level item, etc., etc. In addition, to keep everything tidy, there is an additional 4th level magic item at level 3.
- Additional Enhancements -- in addition to the individual magic items, at every third level starting at level 4, you get an additional enhancement bonus equal to your level+1. So, at level 4 you get +5, at level 7 you get +8, at level 10 you get +11, and so on.
This progression is based on the excellent work Doug did, for which I am most grateful.
