Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <12303@watmath.UUCP> Date: Tue, 2-Apr-85 10:30:48 EST Article-I.D.: watmath.12303 Posted: Tue Apr 2 10:30:48 1985 Date-Received: Wed, 3-Apr-85 00:55:33 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 41 In article <26000002@siemens.UUCP> steve@siemens.UUCP writes: >By the way, I have a really neat magic system, but it has one flaw that >the obvious solutions won't really fix: a magic user can go off and spend >some huge amount of time making an arbitrary number of potions or enchanted >swords or whatever and then carry huge amounts of magic with him. Any >suggestions on "realistic" reasons why magic users cannot do this, that don't >restrict the ability to make a few potions or swords or whatever? There are several easy solutions to this. Encumbrance is the first; after all, think how few bottles of pop you can carry with you, even if you have a backpack or a pack horse. Make potions the size of a large (750 ml) bottle of pop, and you limit MUs simply on encumbrance. Another simple fix is to say that magic items give off some magic radiation that is somewhat similar to radioactivity. (This is what is picked up by a Detect Magic spell). Too many magic items in one small area is similar to too much Uranium 235 crammed together; you get critical mass and the whole thing blows up. Extremely experienced magicians are sometimes able to build magic "dampers", similar to lead shields. Thus, high level MUs can carry a little bit more because they can block out SOME of the radiation. There is always a little radiation that leaks no matter how effective a damper you have, so you can't have an infinite supply of stuff with you. A final simple fix is the opposite of the previous one. Instead of giving off radiation, magic items leech energy (manna) from the surrounding environment. (The "manna" concept is used in several stories by Larry Niven, e.g. "What Good is a Glass Dagger?") The magical properties of the items depend on a constant supply of manna being absorbed. Too many magic items in one place drain the local manna; then, like plants without water, all the items die (lose their magical potency). In the Niven stories, the manna in an area never came back once it was used, so flagrant use of manna in a particular region exhausted that region forever and magic would never again work there. An interesting situation for a campaign...a world on the edge of manna depletion, trying to survive reality. Images of a Swords and Sorcery Morrow Project spring to mind... Jim Gardner, University of Waterloo