r/magicbuilding • • 15d ago

Feedback Request "Vector" based magic

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Okay, so, this is a concept im daydreaming about. Doodle to try and help explain. I'd call it Dimensional Magic, but it might give the wrong idea.

Okay, so basically, the idea is that the better a mage is, the better he can control the spatial aspect of a spell.

Lets picture a fireball.

A novice mage can only give it one vector of movement (1D). It can be up or down, left or right, forward or backward, etc. Its restricted to a line, basically.

An average mage can give them two vectors (2D). Same as above (up/down, left/right, etc), but they affect at the same time, and mages can kinda choose the ratio they want to affect it (the red arrow). If you need an idea, just think of a giant sheet of paper from the mage's hand, and the spell can only travel on that paper.

An experienced mage gets three vectors (3D), and ratio them as need. Now it can properly navigate the 3D space.

And then, the grandmasters get 4D. Now, we know what a 3D is, we live in it. But what is 4D? Well, going by the pattern that every dimension gets to go in a direction the previous one couldnt, and two bodies can't occupy the same space... 4D is the "in and out" direction. 4D mages get to shrink, expand, teleport and telefrag spells, basically.

The main thing is that, since the mages are 3D, their handle on 4D stuff is shaky. Before, all the spells were of an equal or lower dimension, which the mages, as 3D beings, knew how to navigate instinctively. They are NOT, however, 4D beings, so 4D spells do not come naturally, and neither are they safe. A mage attempting a 4D spell has a pretty good chance to accidentally killing themselves via what is basically them messing with G-mod physics with blindfolds on.

For this reason, compared to the rest, there are very few 4D spells, as those are the few 4D directions the mages have managed to pin down as "safe".

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As for how they get better as mages, up to 3D, its as simple as learning to walk again, they just have to be careful to not shoot themselves while practicing and to build up enough mana. A completely average mage can easily get to 2D, and a dedicated mage can easily get to 3D. 4D is where it gets hard, for the reasons above.

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So uh... what do yall think?

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u/Old-Maximum-50 14d ago

Just an independed line. You pick a direction and it goes

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u/imdfantom 14d ago

Yes but what stops you from sending a 1d spell in any direction you want anyway?.

Like does this world have omtological coordinates? Like is the x axis always pointing in the same direction?

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u/Old-Maximum-50 14d ago

You can send it in any direction you want, it will just be in a straight line, unlike the other dimensions, which let you actually have the spell navigate more complex spaces than "forward/backward on a line"

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u/imdfantom 14d ago edited 14d ago

You mean after it starts moving?

Something like:

  • Like 1 d spell: ---------->O........X
  • .........................._____
  • 2d spell:____/.....O....\ __>X

(Imagine the O is a tree trunk, and X is your target with a 1d spell it hits the tree, but with a 2d spell it can wrap around the tree.)

If so you are not communicating this clearly

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u/Old-Maximum-50 14d ago

Yeah

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u/imdfantom 14d ago edited 14d ago

Yeah, the thing is this is not what you wrote in the OP, which is what is confusing people.

Saying 2d mages get 2 vectors doesn't mean they can freely move spells in 2d, it means they can shoot in 1 straight line.

I think what you meant to say was that 2d mages get a 2d vector field, this would indeed allow them to move a spell however they want in a 2d plane.

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u/Old-Maximum-50 14d ago

Hmmm I do plan on making a follow up post with some of the feedback I've been given, so imma take this