Is it possible to perform actual magic?

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Could this be magic? Magic has always been a topic of fascination and intrigue for humans throughout the ages. It is the stuff of legends, fairy tales, and movies, but could there be truth behind the tales? While many dismiss magic as mere superstition or illusion, others believe in the possibility of supernatural powers and mystical forces that defy explanation. These believers argue that there are events and occurrences that cannot be explained by science or logic alone, leaving room for the existence of magic. One common argument in favor of magic is the existence of psychic abilities. Some individuals claim to have the power to read minds, predict the future, or communicate with spirits. Skeptics dismiss these claims as trickery or a result of psychological manipulation, but believers maintain that there is evidence to support the existence of these supernatural abilities.


Then, reaching the higher levels (Maybe starting at 5, maybe even at Magery 1 for the weakest "verbs") Magery would stand in for Realm levels (Thaumatology p. 188). The cost for a Realm suggested there is 60, x5 if it's only a single realm, which would cost 300. In a 9 Realm setting (without weaknesses) it would be 9 times 1 for nine realms (without weaknesses) times the amount of levels (somewhere from 3 to 6 is suggested). Let's assume a 5 level realm (which IMO fits nicely with the 10 verbs of Syntactic Magic (although that's Verb-Noun)): (60/5 levels) = 12 points per level. So full power in all realms would be ~540 points. Total cost (above) for magery 10 would be 550 points. That'd fit nicely with the 9 colleges above, which would be treated as "Realms" at the higher levels.

Magery levels cost would be altered though Each level of magery would cost 10 CP more than the last one, Meaning 10 Points for level 1, 20 points for level 2 Total 30 , 30 points for level 3 Total 60 up to Magery 10 for 100 points Total cost 550 points. the points they paid above the standard cost for something akin to GURPS Thaumatology Sorcery , where the basic magery talent replaces Sorcery Talent.

Coud this he magic

Skeptics dismiss these claims as trickery or a result of psychological manipulation, but believers maintain that there is evidence to support the existence of these supernatural abilities. Another aspect often associated with magic is spellcasting and rituals. Throughout history, people have practiced various forms of spellcasting and rituals to bring about specific outcomes or manipulate the natural world.

Coud this he magic

I've always wanted to have a Magic System that included "lesser" and "greater" magic. At the low end, there's "crude" magic - tiring, limited, can only affect small parts of the world, and so on. At the high end, there'd be the spells that can affect the population of a planet, where the mage coud make everyone on it forget one secret (except maybe Aunt May. oh, and. and Mary Jane!), put a super buff on the entire team, and so on.

Starting Mages would use the GURPS Standard (Ritual) Magic - no large effects possible, but fast and easily understandable from a (new) player's perspective: You roll against skill, pay energy, and the spell geos off (or not).

As the campaign (and maybe the players?) mature(s) wizards could increasingly cast more powerful spells (especially ones from other published GURPS Magic systems). And ideally, I'd want it to be tied to one advantage: Magery. This would preferably be a campaign that would ideally take years.

Here are may ideas so far:

Starting Magery would be based on GURPS Ritual Magic (Core skill - College skill - Technique as in GURPS Magic p. 200 and GURPS Thaumatology p. 72)

Magery levels cost would be altered though: Each level of magery would cost 10 CP more than the last one, Meaning 10 Points for level 1, 20 points for level 2 (Total: 30), 30 points for level 3 (Total: 60) up to Magery 10 for 100 points (Total cost: 550 points)

Magery would still add to the Core and College skill as usual. I'd alter the Colleges to something akin to Super Colleges - which gets important later -> "Dividing up the Universe" for Realm/Word-Noun Magic.

Starting at Magery 2-3, mages could get access to "Threshold limited magic" (Thaumatology p. 76) with "Variable Energy Access" - but with slight changes: If a mage wants to cast a standard spell he can pay for it using his threshold instead of fatigue/Energy Reserve, but this is ineffective - every time he pays for standard spells, he adds and additional1d6 (2d6? 3d6?) to the full spell cost to his tally, making this a bit of a gamble. He just doesn't understand the greater magical secrets yet.

Also, mages could use (some of?) the points they paid above the standard cost for something akin to GURPS Thaumatology: Sorcery, where the basic magery talent replaces Sorcery Talent. Especially for "Hardcore improvisations". (So a Mage with Magery 5 [150] could use 100 poits to improvise Sorcery "spells")

Then, reaching the higher levels (Maybe starting at 5, maybe even at Magery 1 for the weakest "verbs") Magery would stand in for Realm levels (Thaumatology p. 188). The cost for a Realm suggested there is 60, x5 if it's only a single realm, which would cost 300. In a 9 Realm setting (without weaknesses) it would be 9 times 1 for nine realms (without weaknesses) times the amount of levels (somewhere from 3 to 6 is suggested). Let's assume a 5 level realm (which IMO fits nicely with the 10 verbs of Syntactic Magic (although that's Verb-Noun)): (60/5 levels) = 12 points per level. So full power in all realms would be ~540 points. Total cost (above) for magery 10 would be 550 points. That'd fit nicely with the 9 colleges above, which would be treated as "Realms" at the higher levels.

Now, maybe with each level of magery, the mage also learns a verb - starting with "Sense" at Magery 1 (or starting with 2 verbs per level at Magery 5? Like "Sense" and "Communicate") and at Magery 9 and 10 they'd learn things like "Transform" and "Transcend" or so. So he'd use Syntactic Magic: somewhat based off Realms. Realm "Verbs" come from the Magery advantage, the "nouns" come from the colleges above.

When casting such "epic" syntactic spells though, Magery would not add to College skills, but cap them at 12+Magery, because additionally, at the higher levels (say 7+ or even 9+) "Extended Workings" (Thaumatology p. 184) become available with cumulative Margin of Success. The first casting roll would be "free", but every additional roll would add the working's full cost to the wizard's tally - he could not pay those spells from personal reserves, only with the running tally. So "working miracles" would be chancy, but potentially very (extremely!) powerful.

These "Epic Spells" often make the wizards in fiction somewhat "lesser" or "weaker" (they give something of themselves) - so maybe, depending on the duration the wizard rolled with his MoS (or even disregarding duration altogether) he adds these costs to his tally - but the amount he spent from his tally does not recover as long as he maintains it. He'd not pay additional energy, the spell just doesn't give back what he took from the mage, as long as he keeps it "on".

That way, he could create a "Champion" (which gives someone the Strength of Heracles, the Wisdom of Salomon, The Speed of Hermes. ) or create a huge floating fortress with a perpetually burning wall of fire around it, that could be in the world for thousands of years, turn a prince into a monster and his entire household into furniture and kitchenware, but he'd only recover the tally points spent if he (somehow?) ends the spell, or a condition is fulfilled. Maybe this even endures after the mage dies - he paid for this "dent" into reality. Of course, a wizard of equal power could use similar magic to end the effect.

Last edited by Silverblade; 04-23-2023 at 12:49 PM .
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I just took the example of some famous magic weapons to state my case. I also clearly understand the balance problems. Yet I find too, as [Blighted Wolf] that having a magic dealing weapon converts part of the physical damage would make more sense to me than the actual scheme.
Coud this he magic

These rituals involve the use of specific words, gestures, or materials believed to possess magical properties. While skeptics attribute any positive outcomes to mere coincidence, believers argue that the consistent results achieved through these practices suggest that there may be some truth to the power of magic. Furthermore, the natural world itself can sometimes seem magical and enchanting. The breathtaking beauty of a sunset, the intricate patterns of a snowflake, or the awe-inspiring phenomenon of bioluminescence in the ocean all evoke a sense of wonder and mystery. These natural wonders often defy easy explanation and can leave one wondering if there is more to the world than meets the eye. Ultimately, the question of whether magic exists or not is a deeply personal one, influenced by individual beliefs and experiences. While science may strive to explain and understand the world, there will always be room for the mystical and unexplainable. So, could this be magic? Perhaps it depends on how willing one is to believe in the power of the unknown..

Reviews for "Unexplained supernatural phenomena: Is it magic or something else?"

1. Jennifer - 2 stars - "Could This Be Magic" was a disappointment for me. I was expecting a gripping and thrilling plot, but instead, I was met with a slow and dull storyline. The characters lacked depth, and I found it difficult to connect with any of them. The writing style was also quite lackluster, with repetitive phrases and cliched dialogue. Overall, I finished the book feeling unsatisfied and wishing I had chosen a different read.
2. Mark - 1 star - I couldn't get through "Could This Be Magic". The writing was overly descriptive, to the point where it felt like the author was trying to fill space rather than advancing the story. The plot was confusing and lacked coherence. I gave up after a few chapters as I couldn't see any potential for improvement. It's disappointing when a book with a promising premise falls so flat.
3. Sarah - 2 stars - I have to admit that I struggled to find any enjoyment in "Could This Be Magic". The pacing was incredibly slow, and the lack of action and excitement made it difficult to stay engaged. The characters were also poorly developed, with little growth or depth. The author seemed to focus more on describing mundane details rather than building an intriguing story. Overall, I found this book to be a tedious read and would not recommend it to others.
4. Robert - 3 stars - While "Could This Be Magic" had an interesting concept, I felt that the execution fell short. The plot had potential but became convoluted and confusing, with too many subplots and unnecessary details that distracted from the main story. Additionally, the dialogue felt unrealistic and forced, making it difficult to connect with the characters. I appreciate the author's attempt at crafting a magical world, but unfortunately, it didn't resonate with me.

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