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[FR] Campaign Setting interpretation diatribe
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<blockquote data-quote="jester47" data-source="post: 755235" data-attributes="member: 2238"><p>I find my to points on magic hotly debated. Let me clarify.</p><p></p><p>The equal and opposite reaction was in reference to the idea that a spell, when completeed, can be reacted to by someone, eventually. Or, if the magic is longer term (i.e. permanent) its nature might change to be the opposite of what originally intended to do. A good example is somone running a wizard through because he just killed that someones friend with a magic missle. Another example is a mythal.</p><p></p><p>The second point that I was making about magic is that it in no way acts like electricity. Magic if left "on" for to long spontaneously starts to take influence in operation from the surrounding world and changes the nature of what it is powering. Magic wants to be used. This would be equivalent to putting a dog and a magicly powered computer in the same room for 50 years. If you left the "magic" computer on eventually it may start to only work for dogs or not work when dogs are around. This is impossible with electricity. Magic is fickle so it is best not to overuse it.</p><p></p><p>What happens whenthe magic sewer system starts manifesting water elementals?</p><p></p><p>As for the constant use of magic in the realms. Yes I would agree that the commoners are not afraid of magic and readily accept its use. However I think that most people also understand the risk, cost and time needed to master it. And they would rather do other things. Furthermore I think the idea that magic is dangerous would be prevalent beyond thier desires to mess with. But we must also consider that the average spellcaster (not counting classes with limited spell ability) make up less than 10% of the population. About a quarter of those are Druids out in the woods somewhere and are hard to find. So about 7% of the population is capable of casting spells. I would say they are common enough to leave a mark but not common enough to completely change society. Besides, with some effects, especially in an overmagiced city, dispel magic in the hands of an evildoer can become very very dangerous. Dependancy on magic make you susceptible to things that can take out the magic. If I were a wizard with an Int of 16, I would highly recommend against overmagicing a city. Besides all of this, I think that most people would have a work ethic. That runs along these lines: "In the time that it takes me to learn how to cast a spell that can do the job, I would have the job done four times over. What use is magic to me?" (remember they have an int of 11 and farm or carry out some trade for a living)</p><p></p><p>But I need to point out that magic HAS changed the development of society in the realms. </p><p></p><p>But, I think my argument is that the nature of magic keeps it from becoming as prevalent as electical technology is in our society. To usean electrical device you need to know where the ignition, on switch or whatever it is you use to turn it on and some basic points on usage. Non-item magic i.e. spells require what ammounts to a BA in magic. The analogy would be that you would be required to make your own computers, CD players, etc. This analogy isnot perfect because one could concievably use magic to power such devices. But to go forward with the analogy you would have to make these devices again and again everytime you wanted to use them. Or at least reread the manual. </p><p></p><p>Now the thing that makes the Realms overtly magical in my mind is the idea of a 5000 year (or more) magical legacy. This shows up in items and "big magic." (mythals and the like) So as a result items of magic are more common than your average fantasy setting. But, not so common to where everyone has one. </p><p></p><p>I have posted here before the concept of common magic and true magic. Common is where an item emulates one spell levels 0-3. Be it a +1 weapon or a magic hat or whatever. IMC this stuff is all over. True magic is stuff that acts as more than one spell or has a combat or armor bonus of +2 or more. True magic is more rare than common magic.</p><p></p><p>Keeping all this in mind I see the realms as a place where people are careful around magic as it is somthing that is a two way street. Overdependance on it causes problems. But living without it may be just as bad. However like the book says, it is somthing that is everywhere. So my perception is that a DM should make magic (not really spells but more items and places) have two edges. Make dependance on magic a dangerous undertaking in that it could get undercut easily. Then go for broke, make it big, loud and spectacular. When somthing is magical its MAGICAL! (for better.... or worse.)</p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 755235, member: 2238"] I find my to points on magic hotly debated. Let me clarify. The equal and opposite reaction was in reference to the idea that a spell, when completeed, can be reacted to by someone, eventually. Or, if the magic is longer term (i.e. permanent) its nature might change to be the opposite of what originally intended to do. A good example is somone running a wizard through because he just killed that someones friend with a magic missle. Another example is a mythal. The second point that I was making about magic is that it in no way acts like electricity. Magic if left "on" for to long spontaneously starts to take influence in operation from the surrounding world and changes the nature of what it is powering. Magic wants to be used. This would be equivalent to putting a dog and a magicly powered computer in the same room for 50 years. If you left the "magic" computer on eventually it may start to only work for dogs or not work when dogs are around. This is impossible with electricity. Magic is fickle so it is best not to overuse it. What happens whenthe magic sewer system starts manifesting water elementals? As for the constant use of magic in the realms. Yes I would agree that the commoners are not afraid of magic and readily accept its use. However I think that most people also understand the risk, cost and time needed to master it. And they would rather do other things. Furthermore I think the idea that magic is dangerous would be prevalent beyond thier desires to mess with. But we must also consider that the average spellcaster (not counting classes with limited spell ability) make up less than 10% of the population. About a quarter of those are Druids out in the woods somewhere and are hard to find. So about 7% of the population is capable of casting spells. I would say they are common enough to leave a mark but not common enough to completely change society. Besides, with some effects, especially in an overmagiced city, dispel magic in the hands of an evildoer can become very very dangerous. Dependancy on magic make you susceptible to things that can take out the magic. If I were a wizard with an Int of 16, I would highly recommend against overmagicing a city. Besides all of this, I think that most people would have a work ethic. That runs along these lines: "In the time that it takes me to learn how to cast a spell that can do the job, I would have the job done four times over. What use is magic to me?" (remember they have an int of 11 and farm or carry out some trade for a living) But I need to point out that magic HAS changed the development of society in the realms. But, I think my argument is that the nature of magic keeps it from becoming as prevalent as electical technology is in our society. To usean electrical device you need to know where the ignition, on switch or whatever it is you use to turn it on and some basic points on usage. Non-item magic i.e. spells require what ammounts to a BA in magic. The analogy would be that you would be required to make your own computers, CD players, etc. This analogy isnot perfect because one could concievably use magic to power such devices. But to go forward with the analogy you would have to make these devices again and again everytime you wanted to use them. Or at least reread the manual. Now the thing that makes the Realms overtly magical in my mind is the idea of a 5000 year (or more) magical legacy. This shows up in items and "big magic." (mythals and the like) So as a result items of magic are more common than your average fantasy setting. But, not so common to where everyone has one. I have posted here before the concept of common magic and true magic. Common is where an item emulates one spell levels 0-3. Be it a +1 weapon or a magic hat or whatever. IMC this stuff is all over. True magic is stuff that acts as more than one spell or has a combat or armor bonus of +2 or more. True magic is more rare than common magic. Keeping all this in mind I see the realms as a place where people are careful around magic as it is somthing that is a two way street. Overdependance on it causes problems. But living without it may be just as bad. However like the book says, it is somthing that is everywhere. So my perception is that a DM should make magic (not really spells but more items and places) have two edges. Make dependance on magic a dangerous undertaking in that it could get undercut easily. Then go for broke, make it big, loud and spectacular. When somthing is magical its MAGICAL! (for better.... or worse.) Aaron. [/QUOTE]
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