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Author Topic: The Basics of a Magic Spell  (Read 2328 times)

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Offline Celestialkey

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The Basics of a Magic Spell
« on: March 21, 2011, 09:00:54 pm »
This is a request for everyone to help me put together a "realistic" method of creating spells in real life. By realistic, I mean the spells must bend to the rules of physics and be believably possible.

To this end, I've made a small list of rules a spell would be required to have in order for spell to be considered a spell, and be realistically viable.

1. Any spell requires a power source of some sort. The power source depends on the scale of the spell and the purpose of it.
2. Spells are always affected by gravity, whether, or any other sort of physical, or energy obstruction.
3. When casting a spell, it will always rely heavily on timing. No small scale spell is capable of a "instant" cast. Reaction must occur from a base material.
4. All spells naturally maintain a straight path or trajectory. Gravitational manipulation is the only way to create anything similar to "summoning circles".
5. All spells are considered volatile and will fail dramatically depending on what point in the activation of that spell it is at. Any energy built up within a spell is released once the spell structure is broken. The destruction will backtrack the path of the spell starting from the initial point of the break.
6. Physical constructs of spells must follow a logical flow. There is no "mystery" when looking at a spell.
7. Anything emitted by spells, be it energy or particulates or projectiles, are to be considered "particles" with a mass.

Using these rules and a few assumptions on technology, I think it is possible to create spells. Some of the assumptions I use are below.

1. Technology has reached the point of artificial gravity control.
2. Humans have cybernetic prosthetics capable of containing such devices.
3. New forms of energy and energy storage have been created/discovered and are readily available.
4. Physics are more of a guide line. They are no longer "exact" as they are considered now. In the near future, they have been replaced with Quantum  physics which allow for stranger events to occur, but still bend to normal physics on the larger scale.
5. Nano machines are widespread and people are able to control them via thought.

(Next one is a pretty big leap in belief)
6. Humans have artificially created drugs or genetic modifications to allow higher functions of the brain to be used. This goes hand in hand with mind control of nano technology. Since ESP has yet to be disproved or proven, I think this option should be left open.


Anyhow, those I believe are the basics of how a realistic spell should be constructed. I'd like help refining this so I can create a physics simulation of spells. I did this earlier in my college days as a final project, although I have lost the source code and documentation thanks to a hard drive crash. Thus, I decided to recreate this and turn it into a game. My game idea for this was basically a simple multiplayer game where users create their own spells to use in game against each other. Since this requires a lot of effort, I am unsure if it will get very far, but the simulation of spells is what I intend to use as a demo for my physics engine.

Anyhow, any ideas would be greatly appreciated.

-Celestialkey
Created By: Eczuo
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Offline Shishka

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Re: The Basics of a Magic Spell
« Reply #1 on: March 22, 2011, 12:40:28 pm »
Very interesting.

When you say create spells. How exactly do you mean? Would there be a user interface that allows them to combine items which in turn would result in different spells? Reason I ask is because something like this in flash, even just single player vs. an AI might be something for me to look into.
"Everything will be gone long before me. When the first living thing was born, I was here, waiting. When the last living thing dies, my job is finished. I'll put the chairs on the tables, turn out the lights and lock the universe behind me when I leave."

Offline Celestialkey

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Re: The Basics of a Magic Spell
« Reply #2 on: March 22, 2011, 03:55:48 pm »
Well, the idea came to me while I was designing my VPL "CRYS". for beginners so they don't even need to learn how to program. The same concept applies for spells in my eyes. You have the most complex method which would be the atomic level where all reactions occur that cause the spell to trigger events in the way specified. This is akin to programming a program using only binary. This of course takes ages, so we use programming languages. In spells, a high level language equivalent would be writing out the hyroglyphs and setting up the devices and their settings in a particular sequence. Then comes VPLs, or Visual programing languages. Where the user uses graphical representations of objects to achieve a goal. As a example, the circle around objects in a spell symbol could mean multiple things.
1. All objects within the radius of the circle are affected by the circle itself.
2. The thickness of the circle controls the amount of gravity and the direction the gravity is focused.


Since my response might seem like a political response which answered nothing, In short form...
The user created spells by starting with a empty base to work with such as a plain white back ground. Then adds symbols representing different forces. Each symbol has mutliple properties such as the the amount it affects the surrounding symbols, or the amount of force, energy released, etc. The computer generated a final product by running through all of these starting with the most grand group and working it's way in applying each symbol to the total "equation".
One could say, that each symbol is mapped to specific functions in OpenGL or something similar. Such as a isosceles triangle could represent force. The color going from blakc to white could represent the amount fo force based on the amount of energy pumped into it. When you convert it into math and then pump it into openGL, you would end up with a equation something like.

acceleration_Direction += symbol.color;
symbol.position+=acceleration_Direction;
glTranslatef(symbol.position.x, symbol.position.y, symbol.position.z);
Created By: Eczuo
Quote
I have noticed that people who claim that everything is predestined, and we can do nothing to change it, look both ways before they cross the road.
Quote
I'd prefer to die standing, than to live on my knees - Che Guevara
Quote
If you change the way you look at something, does that something change in any way?
- Quantum Theory

Hacking
Quote
Never in the field of human conflict was so much owed by so many to so few. - Winston Churchill


Quote from: Revelations 12:4
And his tail drew the third part of the stars of heaven, and did cast them into the earth; and the dragon stood before the woman which was ready to be delivered, for to devour her child as soon as it was born.

Quote
It takes skill to build an empire. It takes an idiot to maintain it.

 

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