gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Douglas Berry ([personal profile] gridlore) wrote2021-10-10 07:29 am
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Toxic magic

"There are many magic rings in this world, and none of them should be used lightly." - Gandalf the Grey.

I sit here writing this surrounded by safe, effective technology. The computer, most obviously. But my phone sits on its' charging stand, there's a space heater warming my eternally-aching legs, and behind me is our little kitchen just filled with safe, reliable gadgets that store food and make it much easier to make good hot meals.

Our reliance and expectation of safe and reliable gadgets have affected how we view magic items in RPGs. They are just as standardized and effective as a microwave. A +2 sword is just like any other +2 sword. Which is really a pity. Because magic should be dangerous. At its core, magic is the manipulation of energy. In most systems, you need an in to do this. Be born into a sorcerous bloodline, or with a magical gift, or make a deal with some god or other power to safely handle the energies involved. In Ars Magica even the Gifted magi will be eventually warped by using these powers. But for now, let's work with the idea that arcane practitioners have the magical equivalent of a hard hat, hi-viz vest, and steel-toed boots when casting.

This brings us to magical items. An insanely popular worldbuilding trope is the Big Magic Oops that destroyed a previous empire or set of empires that just churned out all sorts of enchanted objects, all of which no lie hidden in various treasure vaults around the world. I have no trouble with this model, after all, we do find the occasional treasure trove here in the real world. No, where I have a problem is with just how easy and harmless these items are.

Magic is energy manipulation by a living mind. A magic item is forcing the same energy matrix into an inanimate object. The mind of a mage can adjust to the situation, control the forces involved, and adjust their spell on the fly, even if the rules of whatever game system you're using don't go into all that much detail. But what happens when that same power is placed into a ring? A ring that anyone can use assuming they learn the method of activation? I think there are two or three effects that will really change how players view magic items in any game.

Magic is Radioactive

As I've said, magic is energy being manipulated. A magical item is a focal point for that energy. And just like being exposed to radiation over time is a bad idea, excessive exposure to magic is dangerous for those not gifted in handling the energy (going back to Ars Magica for a moment, even those with the Gift are still susceptible over time) are going to be twisted by the energy.

This can manifest in losing points in characteristics, physical illnesses, even being warped the way Sméagol was twisted into Gollum. The more powerful the object, the more rapid the effects, to the point where handling something like the Loch-nar from Heavy Metal might be instantly fatal if you aren't very well prepared. Magic circles and rituals exist for a reason, people!

The way to alleviate this is through careful attunement and limiting exposure. A suit of magic armor made expressly for one wearer is going to be more in tune with that person's spirit, and work with them to protect them from harm. That same suit will be problematic for the guy who just finds it in a dungeon. Getting magic alterations could be a fin side quest, as you need to track down an enchanter who can re-weave the spells that make the armor so effective. The same goes for almost any item of power.

Magic is Addictive

Here's the other side of the coin. For the un-gifted, the thrill of power coursing through their veins as they make use of a magic item will become unbearable to part from. Fantasy literature is filled with tales of people unwilling or unable to part with the very thing that is destroying them, games should be no different in terms of how locked-in one can get. (I'm a recovering methamphetamine addict. Trust me, an addict will happily go to their death to keep the feeling going.)

The classic example here is of course the One Ring from The Lord of the Rings. But a magic sword, cloak, anything of power will sap the will of the user who needs to feel that power every day. Players and gamemasters can have fun with this, as characters will be loathed to part with their item of power for even a short period of time. This can be awkward if you are carrying Királygyilkos, the legendary sword King-Slayer, and your party have to meet the local king for some reason.

Things like will rolls can overcome the compulsion to keep and use as many magic items as you can carry (even as they rot you from the outside inwards) and the long-term solution is to find a group of wizards or some clerical order dedicated to removing hazardous magical items from the world. And there's a campaign idea for you; hunting down dangerous magical relics so they can be destroyed.

Finally, a note about intelligent and willful items. The above assumes inert objects infused with a matrix to hold a specific spell or effect, and the energy to discharge that effect. But an item of power that is self-aware and has an agenda of its own is a whole different ballgame. Such items really need to be broken down into two different groups.

Some magical items will absorb a purpose, either at the time of forging or through use. Forsvarer is a magic sword that was carried by a great hero who died holding off an attack by fire giants. In D&D terms, it's a "Defender" sword (DMG p.164) but you can add that it has developed the purpose of "defend the weak." The bearer has to act to protect everyone, or face consequences from his own sword. A purpose-built weapon might only want to return to its rightful owner. Szczerbiec, the real-world Polish ceremonial coronation sword and best candidate for a Holy Avenger I've ever seen, might be the focus of a game where it compels the bearer to return it to the rightful king. Finding the rightful king is a whole campaign.

Which leads to intelligent magic items. Not only will these things have an agenda, but they will also be quite single-minded about it. Szczerbiec will not put up with your stupid side quests, it has a king to find! Intelligent items might be quite cunning, hiding their true nature, or be loud, boastful, and vain. Imagine having a magical shield with the personality of Gaston from Disney's Beauty and the Beast. Not only is the damn thing killing you slowly and you are unable to put it down, but it also keeps bragging about how it is the best shield ever, and why are you even wearing armor when you have the mighty shield, Gaston?

OK, I'm writing that one up.

To sum up, magic is dangerous, and magical items should be doubly dangerous. Make them mysterious, ominous, and requiring some work to use safely. Magic should be, well, magical and filled with boobytraps.
murphymom: (Default)

Wow!

[personal profile] murphymom 2021-10-10 03:57 pm (UTC)(link)
I love reading what you write, especially about RPGs. This particular essay comes the morning after I watched "The Magnetic Monster", a movie from 1953 that I remember seeing at a Saturday matinee when I was about 7 or so. It's currently available on Prime, if you have that. The "science" is totally outdated, as is most of the technology, but the other theme you might find interesting.

There were two other ideas that jumped out at me.

Re the suit of magical armor and "That same suit will be problematic for the guy who just finds it in a dungeon. " This was sort of the whole premise of "Greatest American Hero", no?

Re "a group of wizards or some clerical order dedicated to removing hazardous magical items from the world. " "Warehouse 13"?

I wonder what other TV tropes might make good campaigns.