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<blockquote data-quote="Shendorion" data-source="post: 6754593" data-attributes="member: 6804078"><p>Getting crazy supernatural power on sheer "faith" alone is much less plausible than muttering the special explosive gibberish with a side of emphatic hand gesture? What about "my great great grandfather was a dragon and I<em> really want</em> things to catch fire?" Or how about, "I'm really fond of plants," or "the great seal at the bottom of the imaginary sea infuses me?" If the gods are going to micromanage the expenditure of their magical energies, why mess about with human vessels at all?</p><p></p><p>There's at least one other class in the game that, as written, directs magical energy through force of will. All of the labels and spell names and so forth are contrivances, either outside of the narrative to help define the edges of the rules, or within the narrative in formal organizations (none of whom have a monopoly on any source of power). The standard game setting is one in which you actually can make things happen just by believing them hard enough.</p><p></p><p>I just don't see holy magic as a game of "Simon Says," or something that's subject to instant, infallible line item audits by some specific, irrefutably accurately defined and completely scrutable entity. Honestly, the distinction between pact magic and priestly magic seems to me to be a matter of scale, the primary difference being who approached whom in the relationship between caster and power source (and even that is subject to change based on the backstory).</p></blockquote><p></p>
[QUOTE="Shendorion, post: 6754593, member: 6804078"] Getting crazy supernatural power on sheer "faith" alone is much less plausible than muttering the special explosive gibberish with a side of emphatic hand gesture? What about "my great great grandfather was a dragon and I[I] really want[/I] things to catch fire?" Or how about, "I'm really fond of plants," or "the great seal at the bottom of the imaginary sea infuses me?" If the gods are going to micromanage the expenditure of their magical energies, why mess about with human vessels at all? There's at least one other class in the game that, as written, directs magical energy through force of will. All of the labels and spell names and so forth are contrivances, either outside of the narrative to help define the edges of the rules, or within the narrative in formal organizations (none of whom have a monopoly on any source of power). The standard game setting is one in which you actually can make things happen just by believing them hard enough. I just don't see holy magic as a game of "Simon Says," or something that's subject to instant, infallible line item audits by some specific, irrefutably accurately defined and completely scrutable entity. Honestly, the distinction between pact magic and priestly magic seems to me to be a matter of scale, the primary difference being who approached whom in the relationship between caster and power source (and even that is subject to change based on the backstory). [/QUOTE]
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