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 Nasuverse Theory, How to Nasuverse 101!
Seii
 Posted: Sep 3 2013, 08:41 AM
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Nasuverse Theory


The Nasuverse can appear to be a huge and scary place to the new roleplayer on a fourm like this. For good reason too, as it may appear to be a complex world of many rules, and conditions. Unfortunately...it really is such a complex world, but for an entirely different reason:

While there may be many rules, there are also many exceptions.

While there are quite a few conditions, they can be affected or even caused by many variables. Some of which are even the exceptions to the rules or even the attempt to be an exception to those rules.

Scary, huh?

The only advantage I can truly say every person that decides to delve into the deepest reaches of the Nasuverse has is that they live in a world that can relate to it on various levels. That said...let's explore this truth, and try to understand just how to Nasuverse!
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Seii
 Posted: Sep 16 2013, 11:21 AM
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Magus Spell Ranks and Their Meanings

IMPORTANT : THIS MAY NOT BE COMPLETELY CORRECT. IT'S STILL BEING WORKED THROUGH.

So naturally for a while now spell ranks and an understanding of the general mechanics behind spells and such haven't been well understood. This is because it's a fairly complicated deal to understand since it's basically a concept born from a concept born from a concept. (Lol) But there is a general understanding one should take while creating your spells and magi that give you a peak into just how much they're struggling to keep their craft. This guide should hopefully give you an idea of that as well as what's expected when you rank a spell and all those other necessary things.

One thing should be truly understood however...the nature of a spell's power isn't necessarily whom is casting it, or really even how it's casted. (Though these things can easily become very important) It's more in how much of a 'mystery' that spell is. The greater the 'mystery' the more it costs, the more powerful it is, and finally the more effective it is against other 'mysteries'. It should be noted too that a spells power against another spell also has a lot to do with 'concepts' as well. So keep that in mind too~. (Sorry I forgot that part.)

You'll find through this understanding that...although there are a lot of powerful things in this world, there are things that would be powerful under normal circumstances that aren't.

Special Note : Although the original spell of a magus would have a base rank, that rank can be increased for a greater effect. After the 'Actualization Cost' of a spell the prana you dump into it stops becoming 'Make this happen' and becomes 'How much this is happening.' So keep that in mind as you continue to read.

Special Note 2: And to make what I've said make less sense : The first note only applies to an 'average well trained magus'. For example if your Magus sucks at Self Hypnosis and Actualization of Mysteries...He might actually be paying more just to get the base form of the spell out because he sucks. Meanwhile a Prodigy might be able to pay a little less or even do weird things with the just the base cost.


See why we didn't have a scale on DM?

Rank E Single Action Capable • Very Common • Elementary/Pre-intermediate
Prana Costs : 10 | 20 (+) | 30 (++) | 40 (+++)
Amusingly enough a lot of manipulative abilities fall here, depending on aptitude of course. For example: the concept of controlling water is a very simple matter no matter the volume of the water. If you have a tube for the water to travel through the water will do so. If it's cold enough it will freeze. If the water is hot it will evaporate. Small easy to understand concepts that one could easily perform without magic go here. Really the only mystery about this is how it can be done without any such technology to occur...which is why depending on what you intend to do it could dip into Rank D territory. Simple things like lighting shit on fire and repairing glass go here. These are the kind of things magi aren't all that impressed with, but is still quite useful despite it.

Rank D Single Action Capable • Common • Elementary/Pre-Intermediate/Intermediate
Prana Costs : 20 | 40 (+) | 60 (++) | 80 (+++)
This is for slightly more complicated things, like firing average heated fireballs at people like magic missiles. Sometimes more advanced concepts can fall in here like weak protective barriers that only defend against a single concept rather than a variety.

Example : An umbrella is only meant to protect the user by redirecting 'gentle' projectiles with its own very limited and only partially surrounding mass. Such a shield as that would be here.

However as you increase the juice of the spell you might be able to fit other attributes into the shield, increase its toughness. Granted the simpler the shield the more 'powerful' it can be toward mundane things and weaker 'Mysteries'. The more complicated the more power it requires, and technically the greater the 'Mystery' of the shield becomes.

Now the concept of shields isn't necessarily lost to the E Rank spells...they'd just kind of suck for anything that's even moderately powerful on a mundane level. Rank D is where it starts tipping a little outside of the mundane.

Rank C Somewhat Single Action Capable • Uncommon • Pre-Intermediate/Intermediate/Advanced
Prana Costs : 30 | 60 (+) | 90 (++) | 120 (+++)
This is for complicated matters such as fast moving fireballs that are hot enough to melt steel, and even fly at a specific target if you make them. These spells are the things you'd expect a wizard or witch from a story book to be performing, though mostly on a 'small-medium' scale as opposed to the BS Gandalf shits out every morning...

Food for thought : In this day and age a Clock Tower Magi would be expected to have *created* a number of these kinds of spells. Not necessarily a lot but ideally this would be proof of their study.

Oddly enough...It's truly safe to say that most Magi only have these kinds of spells as far as not needing the help of another Magi or not having an extremely long incantation to use. As far as combat is concerned this is the brink of when practicality is starting to get ridiculous. Magi combat usually only plays with E-D rank spells because they need something quick and capable of murder...though the other spells CAN be prepared beforehand for the sake of tactics. (Magi are known for their brains after all.)

Rank B Incapable of Single Action • Rare • Intermediate/Very Advanced/Expert
Prana Costs : 40 | 80 (+) | 120 (++) | 160 (+++)

Rank A Incapable of Single Action • Very Rare • Very Advanced/Expert/Master
Prana Costs : 50 | 100 (+) | 150 (++) | 200 (+++)

Rank EX Varied • Super Rare • Incalculable by Skill or Affinity.
Prana Costs : N/A
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Seii
 Posted: Feb 2 2014, 10:42 PM
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Why Spells and Magi Are Weird : Mystery and Concept

Thaumaturgy is every single sense reality manipulation. This is because it is the actualization of an event without its logical requirements being met. Every magi that's ever cast a spell has warped reality and in-turn pulled a fast one over on Gaia (Reality). This is only possible because of 'Circuits' which could very well be viewed as 'concepts' and 'spiritual truths' given metaphysical form.

In western thaumaturgy these concepts are bundled together and categorized under affinity:
Wind, Fire, Water, Earth, and Ether.

Those capable of producing any kind of thaumaturgy are called Average Ones as they have access to every single elemental affinity and their sub elements. You can understand from here that not everyone can produce the same thaumaturgy and have the same ease of access to certain concepts as a result. Granted these concepts can be met by other methods, but not without accounting for their lack.

What's important to understand from all of this is that circuits draw from the mind in order to produce reality warping mysteries. By understanding a concept in every sense one is able to produce a mystery based on that concept in every sense. The better you comprehend a concept the better you can cast something born of that concept. The reverse is also true.

The power to produce a spiritual phenomena, a manipulation of reality, begins in the mind.

Because of this Self Hypnosis and Actualization is important.

Usually by way of Incantation the magi first 'fools themselves' by changing their perceptions on reality on an extremely deep level. While doing this they siphon Mana from their surroundings and mix it with the Od of their bodies to be converted into prana. This prana is then colored by the affinity/element of the circuits it courses through. When this prana hits reality or rather the 'substance known as reality', better known as Ether, the phenomena conceptualized/visualized inside of the mind of the magus is experiences Actualization. Upon actualization the spell is cast, the phenomena is complete and in action!

Because the actualization has already happened all the prana used to produce it has either been depleted to cause the event or wasted due to poor control. Either way the remaining prana, if any, has nothing at all to do with the spell produced any longer. Hence why one can only hope to stop a spell by either countering it with an opposing spell or stopping the act of casting outright.

Now as amazing all of this probably sounds Thaumaturgy its self actually has limits. For one 90% of all spells must be feasibly reproducible by technology (Past, Present, and Near Future) or by nature its self. That basically means they must be comprehensible to some extent by the human mind without too many gaps in logic...otherwise the 'Mystery' will outweigh the 'Concepts' and actualization will be impossible. The simpler the concept, the lesser the mystery, the easier it is to cast (Rank E). The harder the concept, the greater the mystery, the harder to cast (Rank A/EX). This 'law' basically comes from an understanding of how much leeway Gaia 'gives' thaumaturgy in the age of which it is being produced.

Because Reality is made up of both the mind of the planet, and the mind of its inhabitants thaumaturgy's existence is highly dependent on these two things. Without Mystery the thaumaturgy has no means to avoid the crushing denying power of the world it attempts to exist in. Without Concept the thaumaturgy cannot possess an 'identifiable' mystery to hold its 'logic' together. The human brain requires things to make some semblance of 'sense' in order to actually produce either of these things.

These are the limits of Thaumaturgy.
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Seii
 Posted: Feb 2 2014, 10:49 PM
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Concept vs Concept

If you have a barrier and someone makes an arrow designed to pierce barriers, the concept of the arrow beats the barrier. You decide to create a barrier designed to deflect projectiles, the barrier beats the arrow. Your opponent decides to create an arrow that pierces all barriers regardless of their nature, your barrier still beats the arrow. Your opponent decides to try and create a arrow that pierces all barriers without fail, your barrier fails despite deflecting the arrow.

Why?

Because your barrier only deflects projectiles.

Deflection is 'to cause (something) to change direction by interposing something; turn aside from a straight course'.

What was originally causing the arrow to fail was that it was not able to pierce the barrier due to the deflection getting in the way of the possibility. So when 'Without Fail' came into the equation the possibility of it piercing was certain even if something got in the way of it doing so.

As you might have guessed...Rank doesn't necessarily mean anything here. If the concept is stronger than the other concept it will win regardless of how much power is placed into the spell. The end results of that 'win' however doesn't necessarily mean a victory for the magus that cast it, but can potentially mean such if the Magus is clever.

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Mystery vs Mystery

This is pretty much what has caused so much headache when it comes to people whom want so badly to affect things they cannot comprehend. The best way to explain this is by assuming the world possesses objects fully understood, and objects that aren't understood at all.

If an object is completely understood one can properly form concepts around that understanding to affect it.

If an object isn't understood at all, there's no way to form a compatible concept against it.

That said things of greater mystery are by default very different from things of lesser mystery. The uncommon will never be able to properly interact with the common, or vice versa. This is part of why ranks matter. The higher the rank, the greater the mystery. The lower the rank the lesser the mystery. Granted it should be known that lesser mysteries can be 'translated' into greater mysteries if the proper amount of effort is produced. The problem here, however is that for many people the effort requires more than just prana. It requires comprehension. So the amount must match the comprehension, otherwise the effort is futile.

Then again I suppose there is an exception for everything.

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Mystery vs Concept

This is where exceptions are born. No matter how great the mystery a concept may be capable of defeating it, yet if the concept does not apply to the mystery it cannot defeat it.

There is no why or how because they are already built in. 'A Blade that Cuts Through All Materials' cannot cut 'That which Cannot Even be Called a Material'.
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