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<blockquote data-quote="mythusmage" data-source="post: 1683119" data-attributes="member: 571"><p>To expand on the above, the new magic will not develop as D&D magic did. For one thing, D&D magic is predicated on the proposition that it has been around for a long time, and that magic has been developed over the centuries. While the 12th century West did have a long magical tradition, it was not as formalized as later Hermetic or Kabbalistic practice. For all practical terms not only is magic new, so is magical practice. How to most effectively use the new ability needs to be worked out.</p><p></p><p>Which means spells are going to be harder to cast, and less efficient than they would be given a few generations of practice and experimentation. Even a simple 0 level spell in standard D&D could be as hard as a 4th level standard spell in its first iteration.</p><p></p><p>Furthermore, D&D magic is aimed at the adventurer, and so is not truly suitable for cultural or societal use. In a fully realized setting you can expect most magics to be aimed toward common use. Protection, medicine, crafts and professions for example. The typical wizard in this world is far more likely to know <em>Mending</em> than <em>Magic Missile</em>, and he'll likely know it as a 2nd level spell. Now, true, an inventive person could think of ways to use <em>Fireball</em> in daily life, but a variant that released the energy in a long term, controlled fashion would be far more useful.</p><p></p><p>So spells will tend to be underpowered for their level, highly individualistic, and mostly mundane in applicability. The very philosophical/theoretical basis for magic will need to be worked out, along with basic practice. And neither need come to the same ends as real world magickal practice.</p><p></p><p>Besides which, this magic need not be game-balanced as D&D magic is required to be. Energy release (<em>Fireball</em>) may well prove to be easier to do (a 1st level spell) than persuasion/co-option (<em>Charm Person</em>, fourth level).</p><p></p><p>All in all this would result in a much different experience for the player. A good system for spell creation/invention and spell optimization is necessary at the very least.</p><p></p><p>I have an appointment coming up soon, and I have to leave early to catch the bus. More thoughts later, and I am interested in hearing your thoughts on the above.</p><p></p><p>Catch you later.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 1683119, member: 571"] To expand on the above, the new magic will not develop as D&D magic did. For one thing, D&D magic is predicated on the proposition that it has been around for a long time, and that magic has been developed over the centuries. While the 12th century West did have a long magical tradition, it was not as formalized as later Hermetic or Kabbalistic practice. For all practical terms not only is magic new, so is magical practice. How to most effectively use the new ability needs to be worked out. Which means spells are going to be harder to cast, and less efficient than they would be given a few generations of practice and experimentation. Even a simple 0 level spell in standard D&D could be as hard as a 4th level standard spell in its first iteration. Furthermore, D&D magic is aimed at the adventurer, and so is not truly suitable for cultural or societal use. In a fully realized setting you can expect most magics to be aimed toward common use. Protection, medicine, crafts and professions for example. The typical wizard in this world is far more likely to know [i]Mending[/i] than [i]Magic Missile[/i], and he'll likely know it as a 2nd level spell. Now, true, an inventive person could think of ways to use [i]Fireball[/i] in daily life, but a variant that released the energy in a long term, controlled fashion would be far more useful. So spells will tend to be underpowered for their level, highly individualistic, and mostly mundane in applicability. The very philosophical/theoretical basis for magic will need to be worked out, along with basic practice. And neither need come to the same ends as real world magickal practice. Besides which, this magic need not be game-balanced as D&D magic is required to be. Energy release ([i]Fireball[/i]) may well prove to be easier to do (a 1st level spell) than persuasion/co-option ([i]Charm Person[/i], fourth level). All in all this would result in a much different experience for the player. A good system for spell creation/invention and spell optimization is necessary at the very least. I have an appointment coming up soon, and I have to leave early to catch the bus. More thoughts later, and I am interested in hearing your thoughts on the above. Catch you later. [/QUOTE]
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