Gellion said:
Cant magic ever just be, well magical.
Aha! Well that, my friend, is the crux of the matter!
When magic appears only as part of the backdrop of a setting, and not in the hands of the PCs, then it can be as mysterious as the DM wants, since only
he or she has to understand the reasons (or can have things happen entirely on a whim).
But then the PCs get their hands on magical abilities we need to formulate at least
some rules governing its use. Why? Well in part its because it helps the DM make reasonable determination of the effectiveness of the magic, rather than having to wing it every time. But more importantly than that it gives the
player some idea of how to try and use those magical abilities.
Can you imagine how hard it would be to play a Fighter if there were no rules governing its use other than DM fiat? How confident would you be in having your PC enter a fight, if you really had
no idea what things were possible, what you might reasonably be able to achieve, and so forth?
In a sense it's because we are playing a role-playing
game, and games need some rules, else they devolve into 'I can do this', 'Can't', 'Can too!'.
Of course, none of this means that
all aspects of magic need be comprehensible, just those elements in the hands of the PCs. For example, in my own
Shattered World campaign the players can develop a pretty clear understanding of how Arcane and Divine Magic works - both in and out of character. But the magic of the Fey is forever closed to them, and its actions are based entirely on my moods and the needs of the story. The rhyme-and-reason lies outside the understanding of mere mortals. As such it is 'magical' in the sense I think you meant.
There, that's better. Got that out of my system!
