Intelligence based magic Part II.

It was discussed in the last post how you create spells and how you cast spells and also what is needed from you in order to do so. In this post I will explain and discuss how you manage and maintain spells and also the practical skills needed for casting spells.

First, though, I think it is needed to explain what was discussed in the comments in the next post.

Spells on the fly – Imagination Vs Reality
In the imaginary world of Seventh spells are created on the fly by simply willing what it is you imagine into physical existence. Now, as we are in the real world (the matrix?) we can exploit the practical dilemmas that comes with always imagining spells when playing the game. So, I will create spells in advance that anyone can use while playing the game. More than that anyone else who has the interest can create new spells, provided the spell creation guidelines are followed. It is then up to the person who plays to imagine that the character is imagining that particular spell.

You could also, for example, whenever a character imagines a spell file it in a database and anyone else can use it in the future. This happens outside the game, of course.

Spells on the fly – Spontaneity vs Memory
Memory is a Major Faculty in Seventh and it represent the same memory that we talk about in the real world. The memory in the game will allow you to not only memorise trivial or important knowledge but also to memorise particular spells. How many spells exactly is to be decided later.

When you have memorised a spell you not only remember the abstract parts of the imagination, you also memorise the sensory connections and the particular formulas used to create that spell. This means that when you cast memorised spells, you do not have to roll a Clairvoyance Check (sensing the source of your imagination) and not an Intelligence Check (understanding the imagination and how it can be materialised). Instead you only have to roll a Will Check to see if you can will it from memory into physical existence.

Another way to memorise spells is of course to write them down. The all classical Spell Book will, then, naturally take place in this universe as well. Spells written down does not, however, serve as such a quick reference as the spells explicitly memorised in your memory does. To explain why this is we just have to compare how it is to remember the experience of something to the time it takes to read about that experience. Remembering the experience is more or less instant where as reading about it takes much longer time.

Spells in a spell book, then, is only for future reference should you not want to imagine a new spell at any moment.

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4 Responses to Intelligence based magic Part II.

  1. Jensan says:

    I like that already cast spells need only a Will-check; it mimics some sort of “training” I guess (I’ve cast spell X before and therefore I kind of know how it works, etc.).

    A completely different question: does spell casting tire you out in some way?

    • anteolsson says:

      (I have updated the end of the post by the way)

      Yeah, I guess it is some kind of training. I think the next question regarding that is: Can you un-memorise particular spells? It is, for example, humanly possible to do so but it is difficult. So maybe this could be another Memory Power?

      I am not sure if casting spells should tire you in any way but I have thought about it for a long time. There are two options here. 1. You get physically exhausted because you expend bodily energy when willing yourself that hard. 2. You get mentally exhausted in the sense that you do not think as clearly after casting the spell, because you expend mental energy. I guess we can reference this to doing math for many hours on end. You get a little dissy but you are not as tired as after a long run or playing football!

      Either just one of the option or both. What do you say?

      • Jensan says:

        I believe you’re just exhausted either way: when I have had math lecture for 4 hours, I wouldn’t say I’m in any shape to run even though they are different types of activities. And I wouldn’t be able to calculate very well directly after running for half an hour. Tiring out your mind affects your body, and vice versa.
        What about a single “fatigue” that increases the more you stress yourself? At certain steps (5%, 10%, 25% so on) you get more and more penalties (hitting is less accurate, spell casting is harder to will into being, so on). Resting decreases it naturally.

  2. anteolsson says:

    I beleive that there is a difference and that it should also be reflected. I looked it up and clinically we differ between the two fatigues. You can read here if you are interested:

    It says: “Physical fatigue or muscle weakness (or “lack of strength”) is a direct term for the inability to exert force with one’s muscles to the degree that would be expected given the individual’s general physical fitness.”.

    And about mental fatigue: “Such a mental fatigue, in turn, can manifest itself both as somnolence (decreased wakefulness), or just as a general decrease of attention, not necessarily including sleepiness”

    Because the character sheet will list both Sleepiness and Attention I think the mental fatigue from casting spells should affect the Mental Fatigue. Also, ones physical abilities (Such as Strength and Endurance) are also listed so Physical Fatigue should affect those first.

    It sounds to me that the character sheet needs Physical Fatigue and Mental Fatigue to keep track of the penalties of running about and casting spells.

    It is great to have feedback like this. New ideas come up.

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