08-02-2011, 03:19 PM | #11 | |
Join Date: Aug 2004
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Re: Magic and Latin and other things..
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Further east there is no such tradition for Latin, you'd go from Greek to Japanese at various points and still need Aborigine in Australia. So for in game purposes, the origination point of your magic should affect your words of power. Think of the 'Uncle' character from the animated series "Jackie Chan Adventures". His magic words were Chinese, not Latin.
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08-02-2011, 06:48 PM | #12 |
Join Date: Jan 2006
Location: Central Europe
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Re: Magic and Latin and other things..
One possibility is that old, obscure things have power. This helps explain why powerful spells are lost in dusty tomes written in obscure languages, not widely copied in major languages (if you translate them and spread the knowledge, they would lose power!) It also explains the persistence of Sanskrit and Latin as ritual languages in the modern world.
GURPS Fantasy, GURPS Cabal, and GURPS Thaumatology are good for thinking about these issues.
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08-03-2011, 12:15 PM | #13 |
Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
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Re: Magic and Latin and other things..
In Poul Anderson's Operation Chaos, which was a major source of inspiration for the Technomancer world, the narrator explains that an expert in magic "has to know at least one arcane language -- Latin, Greek, classical Arabic, Sanskrit, Old Norse or the like -- for the standard reasons of sympathetic magic. Paranatural phenomena are not strongly influenced by ordinary speech."
Forunately, the hero does know a language that sort of counts as arcane; and so he kit-bashes an incantation using Pig-Latin. It's a feeble spell, he admits, and probably wouldn't have worked at all except that the items he was casting it on had been sensitized to magic. |
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horror, magic |
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