Post by TheUdjat on Aug 23, 2007 9:37:23 GMT -5
Venusian Skies is a blend of magic and technology. The former is very stylized, depending on the culture, but will predominantly be defined by the rules and structures applied to it by the various Arcane Orders throughout Aphrodite (the self-proclaimed Scholars of Magic). Shaman and more tribal practitioners exist, but their magic is less structured - it comes from tradition and ritual, not from the formulae and careful incantations of the Orders.
Technology is less varied. In many respects, it is seen as another form of magic, but machinists don't often see it that way. Technology generally revolves around machines and chemistry, using steam power and the like - electronics are certainly not for this era. Firearms have been mastered, to an extent, but not automatic weapons. Airships are the talk of the empire these days, but primitive planes are not impossible - just, in the opinion of the Empire, less efficient.
In general, technology tends to be about big machines and bulky gadgets - not sleek instruments or things like that. This is, after all, steampunk.
Magic - more detail
In some of my independent research, I've found the original 'schools' of magic to be... unsuitable. They don't retain the right Victorian feels, and they don't mesh with a lot of the texts I'm using as inspiration for this magic system. So instead, magic is divided into 4 basic realms:
Divination - Using magic to find things out. This actually retains more or less the same meaning it did before, though I plan to produce wider uses for it.
Transmutation - Changing something through magic. This could either be 'Enchantment', the unseen enhancing of something (or someone), or a very literal Transmutation, in terms of physical presentation. Transmutation is a fairly flexible field of study, but the important thing to remember is that it CHANGES something.
Conjuration - Divided into the two fields of 'Invocation' and 'Evocation', Conjuration ultimately concerns the summoning of something. This could be a spirit, demon, ghost, monster, or whatever. 'Evocation' is the conjuring of something, generally inside a Summon Circle, to bind it to your will and make it do something - or, alternatively, to make a deal with it, or get information from it, etc. 'Invocation' involves summoning a spirit (or an aspect of something) into oneself, gaining the properties of that thing for a time being. This can be used to improve one's own abilities, strengthen them, etc. In theory, it can also be used to channel dead spirits.
Abjuration - Abjuration is defensive and counter-magic, in the sense that it can be used to undo previous enchantments, banished spirits or otherworldly entities, and even block Divination. The user is literally 'Abjuring' magical effects.
There is also a Fifth 'school', though most of the Order don't consider it an actual realm of magic in its own right, but rather a specific use for the other realms. Necromancy concerns the pursuit of life - and unlife. An attempt to understand why things die, and how to, perhaps, bring them back. It also focuses on life energies, and how they ebb and flow. It is not specifically evil, per se, though it is often seen that way (powerful practitioners tend to go a little mad with trying to pursue their ends). It can involve elements on Conjuring (summoning ghosts and spirits), Transmutation (altering life and death energies), and to a lesser extent Divination and Abjuration. Mechanically, I will probably consider Necromancy to be a Sub-school.
I don't know exactly how these definitions will fit together. I may decide that nobody can truly 'generalize' in magic, and must pick something to study (either a school or sub-school). Perhaps. Since they're pretty wide categories, it may not be a problem. I do know that magic in general will be significantly lower in level than in D&D - using D20 Modern's system, spell will go as high as 9, and then there will be... Incantations, do they call them? I don't remember. But extended rituals to accomplish truly powerful things. I think that really fits the flavor of what I'm trying to do here.
Thoughts?
Technology is less varied. In many respects, it is seen as another form of magic, but machinists don't often see it that way. Technology generally revolves around machines and chemistry, using steam power and the like - electronics are certainly not for this era. Firearms have been mastered, to an extent, but not automatic weapons. Airships are the talk of the empire these days, but primitive planes are not impossible - just, in the opinion of the Empire, less efficient.
In general, technology tends to be about big machines and bulky gadgets - not sleek instruments or things like that. This is, after all, steampunk.
Magic - more detail
In some of my independent research, I've found the original 'schools' of magic to be... unsuitable. They don't retain the right Victorian feels, and they don't mesh with a lot of the texts I'm using as inspiration for this magic system. So instead, magic is divided into 4 basic realms:
Divination - Using magic to find things out. This actually retains more or less the same meaning it did before, though I plan to produce wider uses for it.
Transmutation - Changing something through magic. This could either be 'Enchantment', the unseen enhancing of something (or someone), or a very literal Transmutation, in terms of physical presentation. Transmutation is a fairly flexible field of study, but the important thing to remember is that it CHANGES something.
Conjuration - Divided into the two fields of 'Invocation' and 'Evocation', Conjuration ultimately concerns the summoning of something. This could be a spirit, demon, ghost, monster, or whatever. 'Evocation' is the conjuring of something, generally inside a Summon Circle, to bind it to your will and make it do something - or, alternatively, to make a deal with it, or get information from it, etc. 'Invocation' involves summoning a spirit (or an aspect of something) into oneself, gaining the properties of that thing for a time being. This can be used to improve one's own abilities, strengthen them, etc. In theory, it can also be used to channel dead spirits.
Abjuration - Abjuration is defensive and counter-magic, in the sense that it can be used to undo previous enchantments, banished spirits or otherworldly entities, and even block Divination. The user is literally 'Abjuring' magical effects.
There is also a Fifth 'school', though most of the Order don't consider it an actual realm of magic in its own right, but rather a specific use for the other realms. Necromancy concerns the pursuit of life - and unlife. An attempt to understand why things die, and how to, perhaps, bring them back. It also focuses on life energies, and how they ebb and flow. It is not specifically evil, per se, though it is often seen that way (powerful practitioners tend to go a little mad with trying to pursue their ends). It can involve elements on Conjuring (summoning ghosts and spirits), Transmutation (altering life and death energies), and to a lesser extent Divination and Abjuration. Mechanically, I will probably consider Necromancy to be a Sub-school.
I don't know exactly how these definitions will fit together. I may decide that nobody can truly 'generalize' in magic, and must pick something to study (either a school or sub-school). Perhaps. Since they're pretty wide categories, it may not be a problem. I do know that magic in general will be significantly lower in level than in D&D - using D20 Modern's system, spell will go as high as 9, and then there will be... Incantations, do they call them? I don't remember. But extended rituals to accomplish truly powerful things. I think that really fits the flavor of what I'm trying to do here.
Thoughts?