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Questions and Answers

공개·회원 9명
Samuel Anderson
Samuel Anderson

MAGICIANS


Magic encompasses many different activities including astral projection, telekinesis, teleportation, and spell casting. It includes the practices of many cultures, nations, and religions, as well as many books and writings from ancient times. The most commonly used magic in the universe emanates from a place called the Wellspring. Human magicians who practice magic act as conduits for the Wellspring in that they channel its power to cast their spells.




MAGICIANS



Intellectual property scholars have begun to explore the curious dynamics of IP's negative spaces, areas in which IP law offers scant protection for innovators, but where innovation nevertheless seems to thrive. Such negative spaces pose a puzzle for the traditional theory of IP, which holds that IP law is necessary to create incentives for innovation. This paper presents a study of one such negative space which has so far garnered some curiosity but little sustained attention - the world of performing magicians. This paper argues that idiosyncratic dynamics among magicians make traditional copyright, patent, and trade secret law ill-suited to protecting magicians' most valuable intellectual property. Yet, the paper further argues that the magic community has developed its own set of unique IP norms which effectively operate in law's absence. The paper details the structure of these informal norms that protect the creation, dissemination, and performance of magic tricks. The paper also discusses broader implications for IP theory, suggesting that a norm-based approach may offer a promising explanation for the puzzling persistence of some of IP's negative spaces.


Magicians are powerful stickfigures who are able to use all kinds of different magic for several purposes. Magicians can range in power anywhere from as strong as a normal stickman to the Overseers, special and extremely powerful magicians appointed by the Creator that are among the strongest beings in the entire Stickworld and have nearly unrivalled strength. In addition to a regular HP (hit points, the amount of health they have), Magicians also have ATT and DEF stats. ATT defines how much damage they do, with each new level doubling damage, and each level of DEF halves damage taken. Magic can also be used by artificial beings such as Stickbots, or, in rare cases, beings that are not true magicians such as The One.


Magicians change their color as their power and magic level increases. However, some new magicians appear less frequently than classic magicians. The classic magicians include the Beginner Magician, the Rookie Magician, the Intermediate Magician, the Expert Magician, the Master Magician, the Legend Magician and the yet much less frequent Myth Magician.


General Magicians or Tier Magicians are the most common type of magicians that appear everywhere across the Stickworld. They have access to basic magic techniques other magicians have. In the Stickworld, there are 7 types of General Magicians.


It turns out that the theatrical magic as we know it today began its move to the stage at the beginning of the 18th century. Prior to that, magicians and conjurers could be found on the street and in marketplaces, a habit of gypsies, street performers and buskers. Magic as a performance art was aided by the advent of machinery and electricity, when those forces were still a mystery to the general public. Fast forward through a few centuries, and magicians have captured the attention of people all over the world.


Known For: LevitationActive: Late 1800s to early 1900sHarry Kellar was considered the first great American magician, and Harry Houdini credited him with being a significant influence on his own performances. Like Jonathan Creek, the Pennsylvania-born Kellar started out as an assistant to magicians before going out on his own. As his fame rose, he became a rival to Alexander Herrmann. The key to his success was lavish presentation and an ability to misdirect an audience. One of his most well-known acts was "The Levitation of Princess Karnac" in which a girl floats up from a couch and Kellar passes a hoop over her to prove she is not suspended. The trick used a machine hidden by set decorations, while the girl rested on a flat board that could raise and lower her. Future magicians would repeat the trick for years to come. 041b061a72


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