Korwin wrote:You got it reverse.
If magic can do interesting things (example: fly) you can kill (example: kinetic bombardment).
And if you have an Bomber in an Medival world you have an imbalance.
Like when the USA is bombing some third world contry.
This is like the first time setting whatever this is in a medieval world has even been brought up.
Additionally, if you can fly, that just means you're applying a force on the order of a person's weight to that person. That means that kinetic bombardment via magical technique in the proposed semi-system (i.e. more precision and more power are significantly harder to pull off) is actually a high-level version of that. I seriously don't care that (using a familiar example)
mage hand is a cantrip just because
telekinesis is powerful and deadly. We're talking different orders of magnitude here.
Hmm, maybe if you wanted an RPG with asymetric warware in it?
If you base your magic-system on RL-science your Players will want to use RL-tactics and will be pissed if you use bullshit answers why they cant.
And I honestly think you cant design a system where there are no bullshit answers inherent in the system and the magic-system resembles RL-science.
cu
Physical Magic
"
Any magic sufficiently analyzed is indistinguishable from science!"
First, there isn't such a thing as magic in the real world. We've never managed to register what have been positively identified as supernatural effects, most of the cases of positively-identified "magic" were just cases where the scientists were tricked. So on some level magic that is based on and fairly consistent with the laws of the universe as we understand them is going to have to work in some sense on things we don't fully understand yet. And really, that means quantum physics.
Note that manipulating quantum physics is powerful in the sense of enabling people, but not necessarily going to break things. I mean, my laptop computer has lots of parts that are based on quantum principles, but that doesn't mean I can cause someone across the room to explode by manipulating probability. Really this is used to accomplish several relatively minor things, which can be intensified or localized or combined to the point where you are actually are doing something fairly impressive, if you have enough skilll to pull it off.
Also, people all have natural magic. This is called antimagic and it works basically like magic resistance in Shadowrun 4; it increases the threshold you need to pull off in order to get a magical effect to affect another person. This basically acts by stabilizing things at "normal" inside the person's body. You can totally learn to increase your own antimagic via the same general sort of magical training that increases other magical abilities. Also, you can get your own antimagic to work in the same direction as an effect you cause, which basically just means that causing magic to happen inside your own body is
easier than causing it to happen elsewhere.
Non-antimagic effects involve manipulating a few basic quantities: Energy, Momentum, and Entropy. Energy manipulation is pretty basic and involves adding physical energy to systems. Momentum manipulation lets you exert forces on things or redirect them. These are very specifically linear forces, not angular forces, because those are the ones that you can actually exert (even when rotating a doorknob, you're going through a bunch of very small linear forces rather than directly applying any sort of "torque"). Extremely high-level Momentum manipulation might be able to directly change angular momentum, but that would be on things like electrons, which are really wierd and I'm not sure why you would bother except for academic purposes. Entropy lets you do things like put information in things and shift equilibria and things.
So the lowest-level spell effects are things like:
Increase the temperature in an area by several degrees.
Cause a system in equilibrium to shift its equilibrium point slightly in a particular direction. This would be both things like chemical reactions and electronic systems, meaning you can create tiny voltages or slow down your metabolism. This is also dependent on how much motion the system has in that direction; causing someone to sober up more quickly is easy because the liver actually already does that actively. Producing cyanide in a person's body is more difficult to pull off because the body doesn't naturally go down that reaction path much.
Exert a force equal to maybe 5% of your weight on an object. Exerting force on yourself is significantly easier than a similar force on an object and probably involves manipulating gravity waves or something. Or just exerting that force on
the Earth. Equal and opposite reaction and all that.
And yes, a whole bunch of mages working together in concert could plausibly reverse entropy in an area by combining these effects in concert. Meh.
As mentioned previously, these effects become more and more difficult to pull off the less collateral effect you want (i.e. heating something in someone's hand, pushing someone's legs and not their whole body), and to pull off a greater effect (shooting off a lightning bolt rather than creating a 9-volt difference). You also have to aim them, which usually requires line of sight unless the thing you're trying to affect is stationary and you know where it is.
And yes, you can probably use some of these effects to kill people if you can put enough power into that. If you have a basic understanding of chemistry you can just make some thermite and throw it on them, it's not actually hard.