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The Mechanics of Magic


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The Mechanics of Magic
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Jonexev
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RE: The Mechanics of Magic |
#16
07-03-2013, 07:04 PM
(07-03-2013, 05:28 PM)Naunet Wrote:
(07-03-2013, 05:24 PM)Eva Wrote: Also I like that not everything can be explained.  And that some things truly are just... "magic".  Big Grin
Haha, as a scientist in real life, "just magic" infuriates me to no end! It's probably why I think so much about the mechanics behind magic in fantasy universes. xD
Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!

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Khaze'to Zhwanv
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RE: The Mechanics of Magic |
#17
07-03-2013, 07:42 PM
(07-03-2013, 07:04 PM)Jonexe Wrote:
(07-03-2013, 05:28 PM)Naunet Wrote:
(07-03-2013, 05:24 PM)Eva Wrote: Also I like that not everything can be explained.  And that some things truly are just... "magic".  Big Grin
Haha, as a scientist in real life, "just magic" infuriates me to no end! It's probably why I think so much about the mechanics behind magic in fantasy universes. xD
Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!
Aww man that would be awesome to play someone studying the mechanics of magic.  Brilliant idea.

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RE: The Mechanics of Magic |
#18
07-03-2013, 08:01 PM
(This post was last modified: 07-03-2013, 08:04 PM by FreelanceWizard.)
(07-03-2013, 07:04 PM)Jonexe Wrote: Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!

Playing a magical researcher can definitely be a fun concept, even if the lore in the quests doesn't really clarify anything. What's in the quests so far (through level 15) isn't especially helpful outside of making a few things clear regarding the use and learning of magic (which are described in the other thread Smile ).

EDIT: But to support Eva's point, the important thing for those who play such concepts is to consider that, unless the lore backs them up, RPing a magical researcher doesn't grant any authority over others' RP. IMO, there's room for lots of students of metaphysics, each with their own theories about the mysteries of the universe. Smile

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RE: The Mechanics of Magic |
#19
07-03-2013, 08:25 PM
(This post was last modified: 07-03-2013, 08:26 PM by Naunet.)
(07-03-2013, 07:04 PM)Jonexe Wrote: Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!
I fully intend to do this! And in fact my main RP character, though she is an accountant by trade, is a hobbyist in mathematics and conjury (I'll be leveling both conjurer-->white mage and arcanist-->summoner on her). As well, I will be compiling a record of all alchemical or otherwise-related reagents (what they do, habitat requirements, etc) as a resource for roleplayers. Super fun times!

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Khaze'to Zhwanv
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RE: The Mechanics of Magic |
#20
07-03-2013, 08:27 PM
(This post was last modified: 07-03-2013, 08:27 PM by Khaze'to Zhwan.)
(07-03-2013, 08:25 PM)Naunet Wrote:
(07-03-2013, 07:04 PM)Jonexe Wrote: Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!
I fully intend to do this! As well as compile a record of all alchemical or otherwise-related reagents (what they do, habitat requirements, etc) as a resource for roleplayers. Super fun times!
You could interview characters IC to get knowledge of local plants and have an "according to local lore" section for each herb Big Grin

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LeCardv
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RE: The Mechanics of Magic |
#21
07-26-2013, 11:23 PM
(07-03-2013, 08:25 PM)Naunet Wrote:
(07-03-2013, 07:04 PM)Jonexe Wrote: Perhaps a fun way to RP would be to take notes while doing some of the magic-based quests; especially for the CNJ and THM guild specific ones. That way you can RP actively researching it and give us all some answers!
I fully intend to do this! And in fact my main RP character, though she is an accountant by trade, is a hobbyist in mathematics and conjury (I'll be leveling both conjurer-->white mage and arcanist-->summoner on her). As well, I will be compiling a record of all alchemical or otherwise-related reagents (what they do, habitat requirements, etc) as a resource for roleplayers. Super fun times!
Rogier (my main) will be a magical researcher as well. He will be heavily focused on Arcanist and moving towards scholar. I am sure that he would be more than happy to have long winded discussions over how magic works with your character.


Also, the way I see Arcanist magic working through the Aether would be


"Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas. Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells.


Using the selfsame symbols to unlock the latent power contained within gemstones, arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding." From the official class web page

The Arcanist use their own Aether, but unlike THM they "focus" their Aether through the symbols (kind of like a catalyst) allowing them to create much more powerful spells than they could on their own. Also they use this to tap into the Aether of gemstones and make it manifest itself instead of simply laying dormant. 

just my thoughts on the matter, nothing else to back it.

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Xha'li Mouiv
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RE: The Mechanics of Magic |
#22
07-26-2013, 11:35 PM
Xha'li will be a bit of a magical researcher as well, though he'll be focusing primary on Arcanistand later THM, as he wasn't really suited for conjury.  Being inexperienced he'd be inclined to listen to what more studied mages think on the subject though he'd be taking it with a grain of salt preferring to use his own experiences to draw conclusions.

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RE: The Mechanics of Magic |
#23
07-26-2013, 11:54 PM
It would be nice if we could get three people to document the spellcasters' storyline quests, one for each class. Then we could have a nice little Magic Compendium somewhere with in-game quotes and pretty metaphysical theories!

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synaestheticv
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RE: The Mechanics of Magic |
#24
07-27-2013, 12:00 AM
The thaumaturge class quests state that individuals have "aetheric capacity" that enables them to utilize thaumaturgy. In fact, that's one of the plot points of the questline--the lala brother who became an alchemist and ends up doing A Terrible Thing in order to gain higher capacity.

This particular lala's capacity was so low he couldn't cast even the simplest of spells (i.e. even spells with very low MP cost), even if he could learn the method, he wouldn't have the aetheric energy to fuel them.

This suggests that aetheric energy is the Eorzean analogue to "mana" in other fantasy settings.

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Aduu Avagnarv
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RE: The Mechanics of Magic |
#25
07-29-2013, 09:25 AM
would now be a good or bad time to mention that I will be writing up IC theses regarding Magic, Aether, and Mana...

XD,

I will also be following all three classes, so expect them from differing perspectives on that, and how they interact with each other etc etc...

would be brilliant to see how other peoples theories work or counter my own.

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RE: The Mechanics of Magic |
#26
07-30-2013, 06:14 PM
Something to keep in mind to is a characters personal views on the topic I.E. we all know THM draw internaly for thier spells but how they view that power source could very based on where they are from, and could make for very interesting IC conversations on the topic.
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S'irila Nulahv
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RE: The Mechanics of Magic |
#27
07-20-2015, 07:00 AM
(07-26-2013, 11:54 PM)Ildur Wrote: It would be nice if we could get three people to document the spellcasters' storyline quests, one for each class. Then we could have a nice little Magic Compendium somewhere with in-game quotes and pretty metaphysical theories!
That would be awesome. Has someone done this? If so, a link would be greatly appreciated.
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Aduu Avagnarv
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RE: The Mechanics of Magic |
#28
07-20-2015, 09:21 PM
I'm working on it with an alt, as I forgot to take notes the first time around, unfortunately I have aversiosn to it as so much to do on my main, but it is coming!

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RE: The Mechanics of Magic |
#29
07-21-2015, 09:51 AM
(This post was last modified: 07-21-2015, 09:51 AM by Hammersmith.)
One of the key points I think that has been hammered home here is that for magic to work you

A) Need a source of Aether (Two examples are the Self and the Elements)

and 

B) A way to shape that aether into a spell form

Which means magic really works however you WANT, as long as you have A and B working together.  It means magic is infinite.

It also means that the magic traditions in FF that get the most exposure just happen to be the ones that were easiest to codify and pass on.  They're the traditions with paperwork and students who kept offering out the knowledge.

Who knows what "other" ways of doing things lurk out in the boonies, the dark, and the strange  places of the world.

Though, as n OOC cavet, when making up your own tradition, you should make sure it has reasonable constraints, which makes the Conj/Thaum traditions a good example to look at for how concepts are limited and why.

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