Original Post
Hello everyone! =D I'm working on a rune system which should be able to represent - nearly - all the possible spells ever. I was doing this both for computer and non computer games ( D&D sessions :3 ). It should be possible to read a spell written in this way and to have a general concept of it ( though it does not mean that the time spent for the reading is few ). These are some examples of little portions of a possible spell for getting you an idea of the general concept I have in mind ( I was imagining a spell as being composed of 100, even 200 symbols ):
MAGIC The type of magic this system represents is, at the low grade, made of a sort of energy. The sorcerer summons that energy and then, through the rune symbols he defines the general shape of the spell he wants to cast. The spoken part of the spell defines it perfectly. This is my classification of spells: - Invocation: all sort of energies ( lightning, fireball, telepathy.. ) - Evocation: all sort of physical bodies. ( rocks, water, wind.. ) - Lifestream: all sort of effects which affects living/partially intelligent/undead things ( illusions, healing, controlling undeads ) For particularly complicated spells, it is possible to combine 2 different spells in one ( for example, iron body would be an Evocation/Lifestream spell ). Invocation and Evocation spells are represented very similarly: both are made of 3 components, shape, element and effect. Shape and element are self-explanatory, the effect defines if the result of the spell is static or thrown, and which direction/distance the spell starts. - Example: Fireball. Invocation, sphere, fire, thrown, to the targeted enemy, 0 ( starts from the caster ) Lifestream spells lack the effect component, since I imagine them working in a restricted area around the caster, which can be maybe dependent on the type of spell ( healings are on contact, controlling undeads works in a little radius around the caster or something like this ). Instead of the shape component, it has the target component, which determines the number of targets and if the spell will work upon their bodies or their minds. The element component specifies life/death. Life is used to obtain good effects, like healing, or putting in a restoration sleep someone. Death is used to procure an harmful/neutral effect. - Example: Healing a teammate. Lifestream, 1, body, life. - Example: Putting to sleep 4 enemies. Lifestream, 4, mind, death. RUNES I was imagining a rune spell as a sort of circuit, in which the magic energy evocated by the caster flows activating the various parts of the whole spell. A rune spell is made of symbols, which are divided by categories. Categories define a symbol purpose. Also, each type of symbol has 3 different levels of power, which can be seen by the dimension of the symbol. Higher level symbols MUST be supported by lower level symbols to work. Also, mass doesn't mean power, that is a lot of low level symbols can create a large effect, but of low power, while a single high level symbol can create a small effect but very intense. Now, my questions. Assuming that the spell classification that I have done is correct ( which it may be not ), what are the symbol categories I should use, and what rules should I use to arrange them to have a final result which is (1) nice to see, (2) readable, (3) large (100+ symbols) ? The three I've put in the image are the basic categories I have in mind, which are: symbols to start the spell and maybe used to define the school of the spell; connection symbols to attach distant parts; power symbols which summons the power of the spell. The problem is that, to keep the spell large, there should be few categories, and the meaning comes through their disposition, but I've not yet finded a way that I like. Any feedback is more than appreciated, thank you in advance =D
MAGIC The type of magic this system represents is, at the low grade, made of a sort of energy. The sorcerer summons that energy and then, through the rune symbols he defines the general shape of the spell he wants to cast. The spoken part of the spell defines it perfectly. This is my classification of spells: - Invocation: all sort of energies ( lightning, fireball, telepathy.. ) - Evocation: all sort of physical bodies. ( rocks, water, wind.. ) - Lifestream: all sort of effects which affects living/partially intelligent/undead things ( illusions, healing, controlling undeads ) For particularly complicated spells, it is possible to combine 2 different spells in one ( for example, iron body would be an Evocation/Lifestream spell ). Invocation and Evocation spells are represented very similarly: both are made of 3 components, shape, element and effect. Shape and element are self-explanatory, the effect defines if the result of the spell is static or thrown, and which direction/distance the spell starts. - Example: Fireball. Invocation, sphere, fire, thrown, to the targeted enemy, 0 ( starts from the caster ) Lifestream spells lack the effect component, since I imagine them working in a restricted area around the caster, which can be maybe dependent on the type of spell ( healings are on contact, controlling undeads works in a little radius around the caster or something like this ). Instead of the shape component, it has the target component, which determines the number of targets and if the spell will work upon their bodies or their minds. The element component specifies life/death. Life is used to obtain good effects, like healing, or putting in a restoration sleep someone. Death is used to procure an harmful/neutral effect. - Example: Healing a teammate. Lifestream, 1, body, life. - Example: Putting to sleep 4 enemies. Lifestream, 4, mind, death. RUNES I was imagining a rune spell as a sort of circuit, in which the magic energy evocated by the caster flows activating the various parts of the whole spell. A rune spell is made of symbols, which are divided by categories. Categories define a symbol purpose. Also, each type of symbol has 3 different levels of power, which can be seen by the dimension of the symbol. Higher level symbols MUST be supported by lower level symbols to work. Also, mass doesn't mean power, that is a lot of low level symbols can create a large effect, but of low power, while a single high level symbol can create a small effect but very intense. Now, my questions. Assuming that the spell classification that I have done is correct ( which it may be not ), what are the symbol categories I should use, and what rules should I use to arrange them to have a final result which is (1) nice to see, (2) readable, (3) large (100+ symbols) ? The three I've put in the image are the basic categories I have in mind, which are: symbols to start the spell and maybe used to define the school of the spell; connection symbols to attach distant parts; power symbols which summons the power of the spell. The problem is that, to keep the spell large, there should be few categories, and the meaning comes through their disposition, but I've not yet finded a way that I like. Any feedback is more than appreciated, thank you in advance =D
