I've been consulting a RPG friend whose a lot more of a GURPS expert than I am, and I think I'm a bit clearer on a few points.
We're not really talking about a Universal Theory of Magic, unless 'Universal' in this context refers to the Fenspace universe.
We're really talking about the underlying meta magic from which people implement traditions.
The meta magic might well not be the same in a different universe, from which travelers might come. A WW/ST "World of Darkness" setting (Mage: The Ascension) would be a good example, where the meta magic is based on consensus reality, as opposed to the Fenspace setting which has underlying physical laws, that no amount of (non-magical) disbelief in is going to change. An Amberite 'multiverse' setting of Amber-Shadows-Chaos would be another good example of one with different meta magic. Any setting where there were creation gods, and gods still take an interest in the world, is likely to have a different meta magic.
What does this mean in practical terms?
Mal has made it clear that mana is relevant, though this is mana describing the local structure of reality on which magic depends, as opposed to mana as a power source, with magic needing to be fueled by mana (often 'mana points' in RPGs). This is one reason I'd recommend avoiding terms like 'synthetic mana'. Suddenly finding the local mana level has fluctuated in the middle of you trying to do something magical could be... unhealthy, and possibly fatal. That being a risk is one way we could interpret the current situation in Fenspace.
With the right technology, that might be managable. Protective ritual circles that ensure the mana level within them doesn't change until the circle is broken might suit ritual magicians. A 'mana stabalisation grid' might suit technomages. Fast spells or magical gadgets to stabalise, or at least predict, the local 'mana weather' might be wise to invest in. A 'mana umbrella' that protects you from moderate mana weather changes is the minimum worth thinking about.
Assuming GURPS is looked to for magical mechanics, seeing as 'mana level' as described is a GURPS mechanic, there are a number of things worth thinking about. GURPS magic is typically driven by Intelligence and Magical Aptitude. A gadget that would boost intelligence, at least for magical purposes, say to 12 (useless to those already with 12+) might be very popular; a 'Mage Amplifier'. Magical Aptitude is probably connected with your genetic magical talent, and the amount of training you've had. If something like the previously mentioned 'Mage Crown' exists:
http://drunkardswalkforums.yuku.com/sre ... n-Fenspace
then that might provide a Magical Aptitude of 2, given enough training to be able to drive the thing properly. If someone has no Magical Aptitude at all (no genes giving magical ability) that would be all they could get. Someone with 'normal' magical talent might be able to eventually push that value up higher, but I'd expect very long training, unless they had previously trained up to 2, and even then it wont be easy. Some 'natural' magic talents might be able to get more or less out of a Mage Crown - it depends.
The reason that Magical Aptitude 2, and Intelligence 12, is mentioned is that (I'm told) that is the minimum needed to make spells 'easy' to learn, if you follow a tradition of learned spells, as opposed to improvised ones, or purely ritual magic. Better values will obviously make you a better mage.
Basic GURPS magic seems to be driven by either your personal energy (Fatigue), an external energy store, or a combination of the two. In a Fenspace setting technomagic might allow an external generator (think multiple megawatts) to either replenish used personal energy, use the mage as a conduit for energy (can we say 'fuse'?), or drive an external magical amplifier that greatly increases the power of the magic energy template that the mage supplies. There are also purely magic methods, like 'power stones' (self-recharging enchanted gemstones), or wizard staffs (like the TP Discworld ones) which can hold massive energy reserves. I'm sure that research into using 'waved Li-ion batteries, instead of a generator, would be considered.
All of the above is tradition-free, with the exception of traditions that can't work with technomagic. These traditions might risk being labelled 'Luddite'.
Hopefully some of the above might give people some ideas for stories, because, after all, that is basically what we're about here! [grin]
--
"It is the business of the future to be dangerous" - Hawkwind
We're not really talking about a Universal Theory of Magic, unless 'Universal' in this context refers to the Fenspace universe.
We're really talking about the underlying meta magic from which people implement traditions.
The meta magic might well not be the same in a different universe, from which travelers might come. A WW/ST "World of Darkness" setting (Mage: The Ascension) would be a good example, where the meta magic is based on consensus reality, as opposed to the Fenspace setting which has underlying physical laws, that no amount of (non-magical) disbelief in is going to change. An Amberite 'multiverse' setting of Amber-Shadows-Chaos would be another good example of one with different meta magic. Any setting where there were creation gods, and gods still take an interest in the world, is likely to have a different meta magic.
What does this mean in practical terms?
Mal has made it clear that mana is relevant, though this is mana describing the local structure of reality on which magic depends, as opposed to mana as a power source, with magic needing to be fueled by mana (often 'mana points' in RPGs). This is one reason I'd recommend avoiding terms like 'synthetic mana'. Suddenly finding the local mana level has fluctuated in the middle of you trying to do something magical could be... unhealthy, and possibly fatal. That being a risk is one way we could interpret the current situation in Fenspace.
With the right technology, that might be managable. Protective ritual circles that ensure the mana level within them doesn't change until the circle is broken might suit ritual magicians. A 'mana stabalisation grid' might suit technomages. Fast spells or magical gadgets to stabalise, or at least predict, the local 'mana weather' might be wise to invest in. A 'mana umbrella' that protects you from moderate mana weather changes is the minimum worth thinking about.
Assuming GURPS is looked to for magical mechanics, seeing as 'mana level' as described is a GURPS mechanic, there are a number of things worth thinking about. GURPS magic is typically driven by Intelligence and Magical Aptitude. A gadget that would boost intelligence, at least for magical purposes, say to 12 (useless to those already with 12+) might be very popular; a 'Mage Amplifier'. Magical Aptitude is probably connected with your genetic magical talent, and the amount of training you've had. If something like the previously mentioned 'Mage Crown' exists:
http://drunkardswalkforums.yuku.com/sre ... n-Fenspace
then that might provide a Magical Aptitude of 2, given enough training to be able to drive the thing properly. If someone has no Magical Aptitude at all (no genes giving magical ability) that would be all they could get. Someone with 'normal' magical talent might be able to eventually push that value up higher, but I'd expect very long training, unless they had previously trained up to 2, and even then it wont be easy. Some 'natural' magic talents might be able to get more or less out of a Mage Crown - it depends.
The reason that Magical Aptitude 2, and Intelligence 12, is mentioned is that (I'm told) that is the minimum needed to make spells 'easy' to learn, if you follow a tradition of learned spells, as opposed to improvised ones, or purely ritual magic. Better values will obviously make you a better mage.
Basic GURPS magic seems to be driven by either your personal energy (Fatigue), an external energy store, or a combination of the two. In a Fenspace setting technomagic might allow an external generator (think multiple megawatts) to either replenish used personal energy, use the mage as a conduit for energy (can we say 'fuse'?), or drive an external magical amplifier that greatly increases the power of the magic energy template that the mage supplies. There are also purely magic methods, like 'power stones' (self-recharging enchanted gemstones), or wizard staffs (like the TP Discworld ones) which can hold massive energy reserves. I'm sure that research into using 'waved Li-ion batteries, instead of a generator, would be considered.
All of the above is tradition-free, with the exception of traditions that can't work with technomagic. These traditions might risk being labelled 'Luddite'.
Hopefully some of the above might give people some ideas for stories, because, after all, that is basically what we're about here! [grin]
--
"It is the business of the future to be dangerous" - Hawkwind