THAUMWORLD

magnitude

rolls, damage, hardness, conductivity, weight, size, temperature, speed, and time at scale

MAGNITUDE, or MAG is a representation of potency, power, and scale. It is used to narrate a power measurements between potions, weapons, spells and all game mechanics.

when balancing new game things, MAG can be thought of as a token that can purchase new abiltiies. a mag 2 monster is going to have 1 more thing than a mag 1 monster same with a sword, a potion, spell, monster, or anything.

ROLL MAGs

the numbers these are what the number representations of each power level are when calculating for POTENCY,or other scaling number range needs. how much healing the potion does, how much damage the sword does, how good of spells can a wand cast

MAG ROLL average outcome

-2 1 / 1d4 .4

-1 1 / 1d2 .666…

0 1 1

1 1d2 1.5

2 1d4 2.5

3 1d6 3.5

4 1d8 4.5

5 2d4 5

6 1d10 5.5

7 1d12 6.5

8 2d6 7

9 2d8 9

10 3d6 10.5


DAMAGE MAGs

scaling damage for narration and scale sense the effect of a MAG of damage and often a tell of force, effect potency, or mental damage

the actual ROLL for this damage is represented on the ROLL MAGs section above

MAG description of comparable magnitudes

-2 subtle irritation, molecular manipulation, nerve stimulation

-1 flesh irritation, precision alteration, mental communication

0 flesh pain, light surface scratched, a 100% discernable feeling

1 minimal flesh damage, foliage cut, twine snapped

2 light surface damage, moderate flesh damage, firecrackers,

3 medium surface scratched, wood chopped, light metals dented

4 medium surface damage, moderately sized fireworks

5 organ damage from force, hard surface scratch, 1 stick dynamite

6 hard surface / light wall damage

7 light wall destruction like on wooden doors, closed windows or some weak walls

8 medium wall damage like on thin stone walls or reinforced doors

9 medium wall destruction

10 hardened wall damage, knocking out an average unarmored naked ape


HARDNESS MAGs

from clouds to the hardest steels (and onward) the effect of a MAG of damage and often a tell of force, effect potency, or mental damage

the actual ROLL for this damage is represented on the ROLL MAGs section above

MAG description of comparable magnitudes

-2 ephemeral or naturally dissipating

-1 dust, ash, cobwebs, loose snow

0 paper, cloth, thin leaves, non compacted snow

1 flesh, thick plant matter or fruit, compacted snow

2 light chitin, light leather, crumbling stones

3 hard chitin, hard leather, thorns, horns, chunky stones

4 medium surfaces, wood, bone, thin medium or light metal plate

5 hardened woods, hardened bones, intact shell, generic stone

6 hardened shells, medium metal like bronze or brass

7 hard metal like irons

8 structural stone, reinforced hard metal like thick iron walls

9 reinforced structural stone, hard metal alloy like steel

10 reinforced hard metal alloy like thick steel walls


CONDUCTIVITY MAGs

from dampening to full theoretical conductivity how much THAUM can be pulled through a material at once.

dampening makes you spend that much more thaum, ( useful for armor ) conductivity allows you to cast spells through it ( useful for tools )

MAG description of comparable magnitudes thaum impact

-6 very porous materials 32 extra THAUM cost

-5 soft rubbers and elastics 16 extra THAUM cost

-4 hard rubbers 8 extra THAUM cost

-3 silica glass 4 extra THAUM cost

-2 obsidian glass 2 extra THAUM cost

-1 metallic glass or quickly quenched metals 1 extra THAUM cost

0 amber, resin not conductive

1 impure copper 1 THAUMPACITY

2 crystalized woods 2 THAUMPACITY

3 slow cast metal, bone 4 THAUMPACITY

4 pure copper, flawed gems 8 THAUMPACITY

5 pure gold, natural gems 16 THAUMPACITY

6 nearly flawless gems 32 THAUMPACITY


WEIGHT MAGs

how heavy something is WEIGHT is the measurement of the mass of something

MAG WEIGHT description of comparable magnitudes

-2 0.01 the turbulence of general atmospheres, a flea, a hair, a puff of pollen

-1 0.1 a feather, a single coin, a key, a ring or small trinket, most ammo, xs + character of flesh

0 1 a dagger, a wand, a small stone, a light bow, light non-torso armor, light tools

1 5 a medium tool, a staff, light crafting kits, medium non-torso armor, light torso armor

2 10 a heavy metal tool, heavy crafting kits, medium torso armor, heavy non-torso armor

3 15 heavy torso armor, a chest, an s- creature of flesh

4 35 a crate full of light goods, an s+ sized creature of flesh

5 75 a crate full of heavy goods, an m- sized creature of flesh

6 125 an anvil, an m+ sized creature of flesh

7 250 a small boulder, an l sized creature of flesh

8 500 an l+ creature of flesh

9 1000 a loaded wagon

10 2000 about 1 ton, a l sized creature made of stone


SIZE MAGs

a more precise measurement of CHARACTER size SIZE is how big a CHARACTER or ITEM is SIZE in increasing MAGNITUDES.

MAG size TILES of occupancy description of comparable magnitudes

-2 xs- 0 ( no occupancy ) a pin drop, a mite, a flea

-1 xs+ 0 ( no occupancy ) a grape, a small rock, an eye of a naked ape

0 s- .1 a watermelon

1 s+ .5 the chest of a naked ape, a small wooden chest

2 m- 1 a large wooden chest

3 m+ 2 ( any 2 adjacent ) most doorways

4 l- 4 ( any shape ) double doorways, large beds

5 l+ 8 ( any shape ) a small 2x4 sized bathroom

6 xl- 16 ( any shape ) a small 4x4 sized room

7 xxl+ 32 ( any shape ) a smallish 8x4 sized room

8 xxl- 64 ( any shape ) a medium 8x8 sized room

9 xxl + 128 ( any shape ) an 8x16 room

10 xxxl- 256 ( any shape ) a 16x16 room


TEMPERATURE MAGs

how hot or cold something is this is often used for warmth rules found on the safe-n-not-safe-temeratures page

MAG description of comparable magnitudes

-6 magical, heat-draining cold force, lesser than deep space cold

-5 cold polar nights

-4 winter nights, exposed dead flesh freezes

-3 exposed water freezes

-2 exposed and still water freezes, a cold winter day

-1 a brisk fall or spring day, cold metal, cold rain

0 liquid water, perfect for a naked ape

1 a muggy summer day, warm metal

2 a sauna, hot springs, exposed and still water evaporates

3 boiling water

4 warm glowing metal iron

5 lava caves, underwater heat vents

6 a magical incinerating heat force, lesser than the sun


DISTANCE MAGs

how far something is an amount of a space between two points in space, often used as a range

REGION TILE is a narrative encounter space like a cul-de-sac, a battle map, or a large room in a dungeon.

MAG description of comparable magnitudes

-2 pinpoint distance

-1 a few inches

0 within 1 tile

1 on the adjacent tile

2 3 tiles away

3 5 tiles away

4 10 tiles away

5 30 tiles away

6 100 tiles away

7 300 tiles away / within 1 REGION TILE

8 1,000 tiles away / 1 REGION TILE away

9 3,000 tiles away / within a WORLD TILE

10 10,000 tiles away / 1 WORLD TILE away


SPEED MAGs

from microscopic movements to light speeds the speed of a projectile the size of a (MAG 1 SIZE)

MAG description of comparable magnitudes

-2 microscopic movements

-1 1 tile per EXTENDED ACTION

0 1 tile per ROUND

1 1 tile per ACTION

2 2 tiles per ACTION

3 4 tiles per ACTION

4 8 tiles per ACTION

5 16 tiles per ACTION

6 32 tiles per ACTION

7 64 tiles per ACTION

8 128 tiles per ACTION

9 256 tiles per ACTION

10 512 tiles per ACTION


TIME MAGs

from scientific clocks to calendars the amount of time something takes up

MAG description of comparable magnitudes

-2 a very scientific measurement of time

-1 an instant / functionally immediate

0 a short perceived moment

1 1 TURN

2 1 ROUND or about 6 seconds

3 2 ROUNDS

4 5 ROUNDS

5 10 ROUNDS or about 1 minute

6 600 ROUNDS or about 1 hour

7 1 EXTENDED ACTION or about 2 hours

8 2 EXTENDED ACTIONS

9 5 EXTENDED ACTIONS

10 10 EXTENDED ACTIONS or 1 DAY