world building.

Oct 10, 2011 00:26

similar to earth and modern era tech. but magic! magic is unpredictable (chaotic/wyld-ish), though, so its not used much in society. when people (humans or other sentient species) use it there's always a chance of something going wrong, never less than 10% or more than 95% (more practice in it can raise one's success level; lack of success is ( Read more... )

setting info, !ooc

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magic pt2 consumeraddict October 11 2011, 19:28:13 UTC
natural magic, ie magic occuring on its own/in the wild.
usually raw blasts of power or just CHANGING anything it touches (chaotic, so that can mean a lot more than just making hybrids. completely new non-hybridized species are not documented, though, so either don't exist or don't live long enough to be seen.), sources can be tapped for additional magic power on spells, makes them much more powerful but also more unpredictable (success rate drops to 75% at the highest). magic can never be used to harm or contain natural magic, the natural magic just 'eats' it. sometimes certain tech can, but...iffy.
natural magic areas almost always occur in deep wilderness, areas that most animals avoid for long periods of time and occasionally are free of many plants. 99% of things living in the node full time or hybridized or otherwise changed. magic in nodes may lay dormant for long periods of time, but anything that settles there for more than a couple days/nights will start to be affected by it. occasional 'eruptions' occur, no good way to predict these as of yet.

there is a low level of magic everywhere in the world, just greater at nodes. certain mages talk of "dragon lines" between nodes where magic is stronger or easier to use but if these actual exist they change too often to be mapped.
all living beings have some degree of magic to them. completely 'natural' (non-hybridized or changed) beings have very low levels of magic and must work harder at it or find ways to increase their power.
hybrids tend to be more powerful, but also have a higher risk of unpredictablity. (if a spell had a 80% chance of success for a human, a hybrid would probably have a 79 or 78% chance of success; if a spell has a 20% chance of success for a human it'd likely have a 15% chance for a hybrid.)
anything 'changed' is too unpredictable to make a general rule for.

non-hybrid 'changes' tend to be things like changed size, changed colour, additional limbs (but not ones not found in the source species, that'd be a hyrbid), increased or decreased intelligece levels. madness due to magic is very common, but if this is the magic itself or because the rational mind cannot handle such chaos and cracks is debatable (it can be both, really).

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