In this world there is magic but it works on the basis on moving either a property or energy from/between objects. Hopefully I can have this make sense!
Using Matweb.com to get my numbers. Working with most properties makes sense to me, but the thermodynamic stuff gets a bit beyond me.
Working Mechanics
- Think of it working like a Push and Pull. You have to write runes on the object that will be Pushing properties into the Pulling object. Multiple properties can be transferred, it just takes more complex runes, no worried about this for this problem, it can be complex.
- Properties can't be looped, once the system is On the property will stick until it's Off (IE once it's blue, it's blue until you turn it off). Energy can be looped, so you could cycle heat between multiple things in a loop if need be.
- The purer the element the better. Anything with a purity of less than 70% within an alloy or solution will have little discernible effect on the magic. Every 5% increase in purity will lead to 12.25% more effectiveness in property transfers. Example we'll transfer the Hardness of a Gold Ingot (25) into an Iron Ingot (150) :
70% gold to 100% iron - Reduce the Hardness of iron to the average of gold/iron. So softer, but still greater than gold. (87.5)
100% gold to 70% iron - Hardness of Iron only is reduced about 73.5% of the average. (46.33)
70% gold to 70% iron - Attempting to push impure properties to an impure material will reduce effectiveness massively, instead of getting an average you'd get about 15% sway toward gold on the iron only. (148.29)
Hopefully, the chart makes my explanation make more sense.
- Transfers can be done both ways or just one way, mechanics are the same but a two way would be two different calculations the double transfer would act as two singles using the non-altered material numbers.
- Consider an altered item as a Magic Alloy, and normal Alloys can just be considered as normal but percents matter.
- Using magic directly on a person will "probably" kill them, too many variables. Just assume they're dead if you directly change properties of their body.
- Liquids can only have properties pulled from them, they can't push their properties. As you have to be able to write on the object to push properties from it.
- To make the transfer of properties the objects need to be touching. Afterwards they can be separated but the magic will degrade over the course of 10-15min.
Problem to solve
What materials would create the best "magical alloy" to draw heat from a person?
or different wording
Magic can't just create cold in a hot environment, so how do I deal with the heat?
Scenario
Need something that can be carried by people and allows them to survive an environment that reaches 100+ Celsius. They can wear a full body suit, but need a way to control excess heat from killing them, using pre-industrial age tech and transference magics. It would be great if it's simple enough, figure it's being made my a town blacksmith/alchemist/weaver and you have 3-5 people that need to keep things in repair for 200-300 people.
- People live in sheltered areas that can have large immobile more complex sinks, but they need a way to survive multiple hours in an extreme heat environment. Say 2+ hours, more is better.
- Heat does not need to be stored, we just need to protect the bodies from accumulating too much.
- The lighter the better, but if say it's heavy enough that only adult males could feasibly use it for extended times then it is what it is.
- Mostly just worried about the elements I should use, actual configuration ideas are just a plus.
- Honestly, if this doesn't require magic at all and something actually exists that I don't know about that would be cool also!