Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site cornell.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!harvard!talcott!panda!genrad!decvax!bellcore!allegra!ulysses!mhuxr!ihnp4!houxm!vax135!cornell!baldwin From: baldwin@cornell.UUCP (Michael S. Baldwin) Newsgroups: net.games.frp Subject: limiting magic Message-ID: <696@cornell.UUCP> Date: Wed, 3-Apr-85 11:52:13 EST Article-I.D.: cornell.696 Posted: Wed Apr 3 11:52:13 1985 Date-Received: Sun, 7-Apr-85 07:12:36 EST Distribution: net Organization: Cornell Univ. CS Dept. Lines: 24 yeah, well, whatever I prefer the idea of expensive material components being required to create lasting magic. After all, what were all those spells written with? and on? For instance, inscribing a rune for a fire spell, better have a little ground ruby and dragon blood, etc. This solution make seem artificial, but consider that a spell is a piece of power contained and focused by the mage's will, if he continues to concentrate on the spell, no problem, but if he ignores it entropy sets in and the spell decays until there's nothing left. The rationale for material components of this nature is to say that they have sufficient power to hold the spell in statis until it is invoked, which negates the need for continous concentration. Another alternative along this line is to limit the total number of items on the rationale that some part of your will must continue to concentrate on all magic that you have created to maintain its existance, if you make too much, you forget about that one wand, and POOF, gone. The problem here, of course, is death, what happens to all your magic if you die, and ergo cease to will its continued existance, and what about enemy mages and their items? Perhaps the loss of the mage causes only a slow decay that can be reversed if caught in time. hmm....