This calculator is for a magic system I have invented, very geniously named: superpowers. Creative, I know. This magic system consists of 3 parts: Renward, Osward, and Alward, which are each independently gained in a way too complicated to explain here involving powerful poison and probability. Any way, each part is VERY heavily based on physics, and being as an official scientific conversion between energy and magic is not published, I was forced to create my own. You can see the variations in the button options to the top right part of the screen, and there are some further effects that happen when different modes are selected. The way how someone would use superpowers is simple: they choose an object they want to affect, and remain affecting that object with magic until they decide to stop. This however, requires thermal energy drawn straight from the vessel, or, the person using magic. Each version of magic is explained here: 1. Renward: the object remains in constant motion, with all forces that were present at t=0 set to 0, causing no acceleration/deceleration on the object unless different forces are applied or the magnitude of the forces change. This does not remove centripetal forces. 2. Osward: the object is frozen in place, unaffected by any motion whatsoever and is loosely based on perception to remain affixed to gravity. If any force is applied while affected, the force is negated as energy is used to push back against it. The object can still break but won't actually fall apart until the magic stops affecting it. 3. Alward: This is the strangest of the three, moving the object along the path it has taken, called the timeline. For instance, if you threw an object, and let it arc, and then affect it with this magic again, the object will follow its arc back to you and then be suspended in mid-air where you had been holding it. Other forces can still push the object off the timeline, which can offset its motion. So now I'll explain the variables: Ti = initial temperature of vessel (in celsius) e = efficiency (some people are better at retaining energy than others when using magic) (enter as a number between 0 and 100) m(obj) = the mass of the object (in kilograms) m(body) = the mass of the vessel (in kilograms) c = the specific heat of a human, which I am using the number 3460 with. However, this number is divided by 200 for the equations to regularly be 17.3. This number should not be changed usually. The units are REALLY weird for specific heat. d(travelled) = the distance the object moved (or would have been moved) while affected (in meters) t = time the object has been affected (in seconds) v = the velocity of the object it moved or would have moved (in meters per second) d(distanceFrom) = the distance between the vessel and the object (in meters). This is set to 1 at the minimum. cost: the temperature change in the transaction Tf = the final temperature of the vessel after calculations (in celsius) And yes, this is a lot of reading. Well, on to the buttons! 1. The four circle ones can give either distance and time or velocity for the equation, and can also use the continuous formula (used over time), or the initial one, which just adds the distance between the vessel and object at the start to the equation (these are used because starting to use magic on an object takes some energy by itself). 2. The circle button at the bottom of the screen will take the final temperature of the vessel and set that to the initial so you don't need to copy it over manually every time you calculate something. 3. The three primary color buttons change the superpowers being used. The change buttons allow you to change the variables for the corresponding spaces. I think that's all! Feel free to post your individual questions if this need clarification! :)
I got the inspiration for the magic system from a series of book series of series by Brandon Sanderson. Please read them. And I HIGHLY recommend playing the Mistborn: Attack on Luthadel game I created, even if you haven't read Mistborn yet.