Intelligence based Magic – How it works and creating Spells

Intelligence based Magic

Magic is the act of by will forcing what you imagine to become real. Magic is Not to manipulate with your mind what already is real. It is for example not Magic to bend a spoon with your mind. It is however Magic to materialise a spoon with your mind.

Due to how the universe of Seventh works, the universe this game will be in, anyone’s Imagination exists in a higher dimension. Let me list all of the dimensions, from the lowest to the highest, for easy reference:

Spatial dimensions
1. Width
2. Height
3. Depth
Psychic dimensions
4. Time
5. Mind
6. Emotion
Transcendant dimension
7. Soul
Divine dimensions
8. Understanding
9. Knowledge
10. Free Will

Requirements for learning to use Magic
In order to be able to cast a spell, then, one has to first understand the different dimensions. This is in gaming statistics decided by the character’s Intelligence score. An intelligence score of 3 makes you understand algebra because you then understand the first 3 spatial dimensions which are the fundamentals to describe any shape (sphere, cube, cone etc). An intelligence score of 4 makes you understand classical physics, ie spatial shapes in motion, as motion is caused by Time. An intelligence of 5 makes you understand your own mind. This is the requirement in order to learn and use magic at all.

Casting Spells
Understanding the relation between your imagination and the real physical world is not enough, however to manifest a spell. It is also needed that you are able to Sense the higher dimension.

Just like our eyes sense information from the spatial dimensions, we have another sense which can sense in the higher dimensions. This sense is called Clairvoyance. As our senses are constantly on, it is not needed to have a specific Clairvoyance score in order to sense the higher dimensions. However, when you cast a spell you need to make a Clairvoyance Check (1d10 + Clairvoyance score). If the result of this Check is equal to or higher than the dimension you try to sense, you are successful.

After you have successfully Sensed the higher dimension(s) you need to see if you can understand it. This is done by an Intelligence Check (1d10 + Intelligence score). If the result of this Check is equal to or higher than the highest dimension you try to understand, you are successful.

Lastly you need to Will your imagination into the Spatial dimensions. The success of this is decided by a Will Check (1d10 + Will score). If the result of this Check is equal to or higher than the dimension you try to sense, you are successful.

The 3 Spell Checks
When you cast any spell you need to do the following Checks in the following order.
1. Clairvoyance Check = 1d10 + Clairvoyance Score
This check is to see if you can sense to higher dimension you will use to cast your spell.
2. Intelligence Check = 1d10 + Intelligence score
This check is to see if you can understand what it is that you are sensing in the higher dimension.
3. Will Check = 1d10 + Will score
This check is to see if your will is strong enough to force the imagined into the physical world.

All of the three checks have to be successful in order for the spell to be manifested.

The Elements
In this universe there exists 5 basic elements. These elements are the classic ones: Fire, Air, Water and Earth. However, there also exists a fifth elements which is called the Magic Element. Fore ease of reference, I list them here in order.

1. Fire
2. Air
3. Water
4. Earth
5. Magic

Apart from the elements being distinct on their own, the elements also represents the 4 different states any matter can be in. These states are Solid (Earth), Fluid (Water), Gas (Air, Fire) and Plasma (Magic). The elements within the parenthesis denotes which state that element is in it natural form. Fire and Air is naturally Gaseous, Water is naturally Fluid, Earth is Naturally Solid and Magic is naturally Plasmic. As we know, water can also be Solid (ice) and Gaseous (steam). Likewise all the other elements can be in different states but in order to change the state of an element, a second element needs to be used to change the state.

So, for example, if you want to cast a spell that manifests Ice Cubes, you need to first manifest Water and then Wind to make the water colder until the water freezes into Ice. Another example is if you want to make Fire Fluid, you need to first manifest Earth and then Fire so that the earth become so warm, from the fire, that it reaches a fluid state. Magma is an example of Fluid Fire. We can then see, that we can play around with this concept in order to understand how we can manifest our imagination.

Spells on the fly
When learning magic, you do not learn specific spells. Instead you try to manifest whatever it is that you are imagining. If you imagine a burning lion with two horns, made completely out of fire, this is what you are trying to manifest. So, instead of researching or learning specific spells you invent spells, with your imagination as the only limit. For this to work I have tried to develop a system where any magic user should be able to create any spell they imagine.

Source
Elements
Fire
Air
Water
Earth
Magic
Dimensions
Time
Mind
Magic
Soul

Effect
Detrimental
Weaken
Harm
Destroy
Beneficial
Empower
Heal
Create

Spatial
Range
Area of Effect

Duration
Casting time
Effect time

Target
Physical
Self
Enemy
Friend
Area
Point
Psychic

Self
Enemy
Friend
Soul
Self
Enemy
Friend

From the above options you then choose one or more from the different groups to make a spell. I will try it at once and make a fireball that I imagine.

SourceElement – Fire
Source Dimension – Mind
Effect Detrimental – Harm
Spatial Range
Spatial Area of Effect
Duration Casting Time
Duration Effect Time
Target Physical – Area

The above are needed for me to include in order to manifest a Fire Ball Spell. I then need to assign what the different rolls or formulas are for each in order to both cast the spell and determine its effect.

Source Element – Fire =  Knowledge of Fire Element is required
Source Dimension – Mind = The 3 Spell Checks
Effect Detrimental – Harm = Formulae for Thermal Energy
Spatial Range = Within sight
Spatial Area of Effect = Will Roll from the 3 Spell Checks
Duration Casting Time = Normal
Duration Effect Time = Instant
Target Physical – Area = Within sight

This is all for the moment but all questions are welcome so I can get this as clear as possible.

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Memory Powers Continued

Without further introduction, here are more Memory Powers.

Intuitive Memory
Prerequisites: Emotion 1, Cognition 1, Intuition 3
Effect: Intuition Check is increased with your Emotion and Cognition score and maximum roll on 1d10 for the Intuition Check.
Description:
When you try to remember Intuitively, such as when casting Intuitive based spells from memory or when trying to imitate something you have previously experienced, your memory works extraordinarily well.

Intelligent Memory
Prerequisites: Emotion 1, Cognition 1, Intelligence 3
Effect: Intelligence Check is increased with your Emotion and Cognition score and maximum roll on 1d10 for the Intelligence Check.
Description:
When you try to remember Intelligently, such as when casting Intelligence based spells from memory or when trying to remember something in detail such as a particular formula or how an object actually works from its underlying principles, your memory works extraordinarily well.

Instinctive Memory
Prerequisites: Emotion 1, Cognition 1, Instinct 3
Effect: Instinct Check is increased with your Emotion and Cognition score and maximum roll on 1d10 for the Instinct Check.
Description:
When you try to remember Instinctively, such as when casting Instinct based spells from memory or when trying to remember situations where your fight or flight response was triggered, your memory works extraordinarily well.

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Memory Powers

This post is in reference to the Character Sheet, and Patience and Timing.

Introduction
When you level up in any attribute, you will learn new abilities. These abilites are here under called Powers. In this post I will only make two examples of two different Memory Powers.

Recall Patience
Prerequisites: Emotion 2
Effect: Patience is increased with your Emotion score and maximum roll on 1d10 for the Patience Check. Duration of this state is unaffected by this power.
Description:
You recall a memory of when you were in a state of total relaxation and your body and mind were free of stress and pressure from time. You will yourself into this memory to overpower your current feelings and you retake a mindset allowing high patience. This Power can only be used once per day.

Recall Timing
Prerequisites: Emotion 2
Effect: Timing is increased with your Emotion score and maximum roll on 1d10 for the Patience Check. Duration of this state is unaffected by this power.
Description:
You recall a memory of when you exercise precised timing. A time when things seemed to happen when they were meant to happen. You will yourself into this memory to overpower your current feelings and you instead feel at home in the situation you are in, allowing precised timing.
At least one Memory Power can then be made for each attribute, as long as it makes sense.

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Kinetic Energy vs Momentum

I have spent hours days and weeks on reading about what physical laws that determines the penetration of an arrow. The more extensive essay on the subject concluded that only Momentum was the important factor when determining if an arrow will penetrate what it hits or not. Then other smaller essays conclude that only Kinetic Energy determines the success of arrow penetration. Obviously we are missing something here.

I then thought about it and quite simply understood that penetration is two-fold. First at the very moment the arrow-head connects with the surface of the target. The most important physical relationship here, as in all other similar cases, is the pressure. pressure is the relationship between applied force and the contact area of the applied force. The area is derived from the arrow-head’s sharpness (the sharper the smaller area is in contact) . The force can be verified either from the momentum or from the kinetic energy, it matters little for the resulting force will be the same. Then it is the ratio of the target’s Hardness and the arrow head’s hardness that determine how much pressure is needed.

Now, once the arrow has penetrated some other phenomena appears. As the arrow head now is not only in contact with the target with its tip, it is also in direct contact with the sides of the arrow. Imagine you pushing a finger between two other fingers. It is the sides of the finger that is in contact with the fingers, not the tip. When this happens Friction will happen and act as an opposing force. From this I conducted an experiment.

I took a shelf and a book, leaning the shelf in an angle and putting the book to let it slide down. I measured the distance the book travelled and I measured the time it took for the book to travel the noted distance. I then increased the leaning angle of the shelf and found, naturally, that the book travelled the same distance much faster.

From this I could then calculate the ratio between the speed och the book and how long it would travel in the same time. This gave me the exact relationship of Distance is equivalent to Velocity to the power of 2. In other words. If you increase the velocity of the arrow to twice its speed, it will take it 4 times longer to be stopped through friction compared to the lower speed.

This inevitably means that Kinetic Energy decides how much an arrow will penetrate. However, the mass of the Arrow still has a very important role in this and I have yet to figure out how important it is and the relationship it has to the penetration.

If you are interested in the experimental data and the calculations, please let me know.

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Bow and Arrow Damage and Attack Rating

I have sort of finished how Damage and Attack rating is calculated for a Bow and Arrow. I have not yet translated it to text so instead I have at this point published a HTML version and an excel file for anyones viewing pleasure.

HTML

XLS

I hope it can be interesting, for the moment at least.

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IDEA: Custom Special Traits, addition

Before or after you read the previous post about Special Traits from Heritage or Experience, it might be interesting to know what further ideas I have for this. The thought is that when creating a new character there are many different Special Traits to choose from. If you feel creative enough and/or don’t like the once I come up with, then you should be able to make up your own Special Traits. You will then add a description, fit it into a category and add positive and negative effects. These effects are just a matter of numerical positives and negatives with a sum of 0(zero).

If possible, these new Special traits should then be added to a database for future use by oneself or others.

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IDEA: Special Traits from heritage or experience

I have a wish to implement Special Traits from Heritage or Experience. I guess most of us are mostly familiar with this concept through brirth signs. This is what I mean but not what I call it. In any case, I would like to share some ideas and would like to have some critique on them. Here goes the first one:

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Category: Birth Blessings and Curses
Name: Brittle agonising voice of the dying witch

Description:
When your mother gave birth to you, a slow and painfully agonising death fell upon her. She was a powerful witch who in an attempt to recieve some final additional powers sold her soul for the great gift of bearing a child. A child that would withhold supreme primal powers. But with the great power a curse was also layed upon you.

You have been cursed with an annoying and painful voice that cuts like a rusted nife into the ears of the listeners. You have problems maintaining people you talk to and most often they find an excuse to leave you.

Effects:
Negative Effects – Minus 10 to all socialisation skills that involves talking.
Positive Effects – Your primal powers are increased equal to your Instinct and your Divided Attention is increased by 1.
Positive Effects – You get a bonus to Intimidation checks.

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What is this for? It is an attempt to go outside the pure numerical statistics, to give the character an additional touch of uniqueness. It is also in order to make it possible when creating a character to get a big benefit but at the same time a big disadvantage. This would lend to a more diverse gameplay where you are more or less forced to act and react on the consequences of your choices you took when creating your character.

This is only an idea, not an implementation, critique and questions are welcome from all angles.

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