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Theory of Magic
Theory of Magic
Theory of Magic
Abstract. Magic in Fifth edition follows no apparent scientific basis. That is to say there is
no underlying internally consistent theory which can describe the effects. It is the goal of this
project to try and form a scientific understanding that can be used to further the implications
of a scientifically treated magic system. Whether or not such a theory exists or is possible is yet
to be seen however it is a fun community minded science communication project to attempt
In full:
(D−mD L−cD )2 (x0 −vt)2
− −
2(mσ L−cσ )2 2(−
vλ0
t+λ0 )2
FCR (D, L, x, t) = (mA L + cA )e R (6)
with B the severity of the step function’s effect where we expect high B as range is definite.
While encoding much of the information we need to encode spells it is missing two key factors:
• The effect of a Somatic component.
• The derivation of different area types.
When the spell hits a target the energy stored in the Gygax-Field is released again through
an ”aperture” which can be controlled by the caster. When the spell hit’s a value of damage
is chosen according to the probability distribution. We can then think of this chosen value of
damage like a light shining from the Gygax-Field to the caster’s plane. Since the Gygax-Field
is n-dimensional we can say that the spell can pass through the aperture to form 3 dimensional
shapes (similair to how a 3D object casts a 2D shadow and how a 4D object casts a 3D shadow).
Thus if we have a damage ‘D’ we can say that the spell’s output profile will be given by:
where V (x, y, z) is a characteristic equation to describe the area or volume of the spell cast.
same level in the new damage type direction. We then multiply these values by our previously
calculated ‘f ’ factors to get the factors of the spell in a new damage direction. In theory this
is the spell now translated however to translate this into ‘nds+m’ form (more useful) would be
more useful.
Though I’m sure an exact conversion between A, σ, D0 and n, s, & m must exist it is as
of yet unknown to me. However using a simple matrix of translations we can find the closest
approximation. This is fraught with errors but in principle should work well. This allows us to
create new spells based off of those we have by simply changing the direction of dˆ in Equations
1, 2, and 6.
Concentration Could be seen as the caster slowly releasing the spell’s energy through the
aperture into the caster’s plane. Such an effort would require concentration explaining the phe-
nomena mechanically. This is still up for debate however
Multiple damage types Fortunately this can be easily explained as a spell being a
perturbation within multiple damage directions. i.e. we can sum FCR for the different damage
types. This does mean that theoretically we might be able to create spells with multiple damage
types of any combination (since they are all perpendicular to each other).
Counter Spell. Due to the mechanics proposed for perturbation we can think of counter-
spell as launching a spell with an equal and exact opposite perturbation. The ability check
associated with higher level countering accounts for the spell-casters ability to recreate the
perturbation correctly. This also explains why the spell must be seen to be cast by the counter-
er since it would be impossible to infer information about the spell without visual cues to suggest
the direction of perturbation.
From this we may be able to find the inefficiency converting between energy and damage
providing a basis for non-damage spells being Incorporated into our theory.
References
[1] AstroPuppy5445 toasterstrudel3641. In: (2022). url: https : / / discordapp . com /
channels/985517836439003166/985873411630825486/988315993300406283.