How do YOU define magic in your campaign?

IMC the wizards think they understand magic, but they never grasp everything about it. To understand magic is to understand the universe.
 

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In my homebrew, I have created some fundamental explanations for some of the behaviors of arcane magic, such as why wizard and sorcerer spellcasting is different. The presence of these rules are extrapolated upon to form the basis for new house rules and plotlines.

IMC, the fundamental fuel or medium of magic is called the flow. The flow is essentially passive, ambient magical energy that flows invisibly over the landcape. This ambient magic exists everywhere, and normally cannot do anything. When arcane spellcasters rest and recover spell slots for the day, they are actually drinking in this ambient energy. Usually, this ambient energy needs to be collected and shaped to have any effect.

Wizards shape the ambient energy they draw in into calculate patterns to produce the results they need. Sorcerers, on the other hand, can pattern flow energy instinctively by reflexes that are only trained with difficulty; they can quickly pattern spell enery as they release it, though. This explains why wizards have to prepare spells while sorcerers have a limited number of spells but can cast them spontaneously.

As one example of a house rule extrapolation of this, there are ley lines, areas of rapid flow. Along ley lines, the area is more saturated with the ambient magical energy, enough so that the energy, despite being unshaped, is slowly release as a weak glow visible at night. However, if active magic passes through the area, it is often enough to super-saturate the area with magic and cause random effects. Tis means that in my world ley lines are my equivalent of "chaos magic" zones.

A recent example of applying my theory of magic is the much talked about reserve feats. Reserve feats make sense to me by the flow theory. Basically, with a reserve feat, the mage is tapping directly into the arcane energy flow. Again, the flow energy cannot do anything unless shaped. So, the mage uses the pattern of an already shaped spell (or reflex) to shape the existing magic energy.
 

Simply put, magic is the means to change the rules of the universe, usually in a very local and temporary fashion, by sheer force of will.

The actual techniques used to accomplish this vary widely -- some people require specific words, gestures or objects to help focus their thoughts in just the rigfht way -- but it all boils down to putting your mind into the proper frame of reference to Change Reality in specific way.
 

The beings now known as gods defeated the Creator and cast Him outside of Creation driving him insane.

Now It desires to return unto the multiverse. The energy of this being bleeding through is what powers 'magic'. Long ago, the gods forced structure onto how this magic would work, binding it into the circles of spells. Had they not done so that energy would swiftly gnaw away the structure of the multiverse.

In magic's current form it is safe enough to use, but too dangerous to trust. Any safety feature wotc added to a spell or effect has been removed. Dispelling fly causes falling and if the weilder of a flaming weapon touches his hand to the blade, he is burned. And sometimes that ray you aimed at the foe arcs slightly towards your ally [natural '1'].
 
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Thanks everyone for your replies so far. I can tell you have put a lot of thought into your magic systems. These ideas are refreshing for me, because I was having trouble defining magic while avoiding stereotypes and cliches. Please keep 'em coming!
 

I see it that way: the known universe / material plane PCs live in, is bound and held together by physical laws. However, this is not all of existence, and beyond the known universe / material plane lie other realities. Magic is the ability to break those boundaries and make something alien intrude into the reality of this known universe / material plane. If you want a gritty setting, doing this is akin to pollution and also warps the mind of those using it (see sanity loss as in CoC for using sorcery). Pollution is about having some zones where magic practiced too often led to the veil of reality being now weaker, so having weird features, maybe a gate from which can pour demons, etc.
 

Defining your magic system

DISCLAIMER: This post is about the posters opinions and experience, YMMV. Also it’s verging on a dissertation and therefore quite long, however I hope the meat of this post can keep it an interesting read for the participants of this thread.

How defined the inner workings of anything in the game are depends heavily on the players. Some of the groups I’ve gammed with wanted everything about their world explained, others took things like magic at face value and were more interested in the story development. This being the case I will herein explain the process I use of defining the world’s magic when the players call for such a thing to be defined.

Let me begin by commenting on the quote that “Magic is like technology”. I find this statement is often misconstrued. It is best defined by example. How many people in here can define, in minute detail, what happens when you turn on your computer? Can you explain every step the computer takes between the time you push the power button and the time your word processor comes up to write posts? Conversely, when your computer is broken and will not boot, can you determine, from the beep codes, what’s wrong and how to fix it? Most people do not know these things, but that does not stop them from using the computer or calling a repair man. However, the repair man does know these things.

Now, repair men fall into two categories. There are those who spent years in school studying computers and becoming knowledgeable on the subject – the wizard. Then, there are those who simply “have a knack” with computers – the sorcerer. Now onto the question of defining what magic is and how it works.

I have read many novels, and series, which explain how magic works and each defines it differently. However, this basis of knowledge on the topic makes it more a process of choosing the form that fits my world/campaign then one of actually creating an explanation of the inner workings of magic. I do have some favorites.

Piers Anthony wrote a series called The Adept Series in which the explanation of how magic works is integral to the plot. On this world there is an element, like iron in our world, contained within the planet which provides magical force. This being the case, the element can actually be mined and forged into magical items. This could work well in a game where you were exploring the plight of the workers, and industrial revolution of the fantasy world type thing. This element is, by its nature, very unstable in its raw form and the people digging it from the ground are probably not very well trained in dealing with it. So explosions and accidents are common. The workers are also probably exploited by the wizards who have them mining the ore to expand their magical abilities.

R.A. Salvatore wrote a series called The Chronicles of Ynis Aielle in which only a very select few people could perform magic. Wizards were almost god-like in that they were immortal and each magic was tied to a specific element or emotion. This could be used in a low magic game where there are very few magic users but magic items still exist. Also in this series the Fifth magic was technology.

Another consideration to make when you want to get really in depth with the explanation of magic is which magic system or systems you are going to use. I have one idea for a campaign, in which magic would be a focal point of the entire game. This campaign would actually use three magic systems.

1) The standard d20 magic system would be used by Holy Men and Bards
2) Sorcerers would use Wild Magic
3) Wizards use Blight Magic

The explanation of this is also threefold. Sorcerers are untrained and kind of just create magic around them. This being the case, things do not always work the way they planned, and therefore – Wild Spellcraft. Wizards do not have an innate magical power unto them selves and therefore have to pull this power from somewhere. So they pull it from the earth – ala Blight Magic. Holy Men and bards do not do magic, so much as create miracles along the lines of what Jesus does in the stories from the bible. This plays naturally into the standard d20 system.

In synopsis, the game and the players dictate the level of explanation which magic needs in a game/campaign. However, if this explanation is needed then it should be tailored to the individual game/campaign and no one except for you and your players can tell you what that explanation should be or how it should work.
 

My current campaign in set in Lyrian (one of my homebrews). I wanted magic to be integral to the setting and tied to the gods of the world. At the same time I wanted the gods to be somewhat remote - no avatars or direct action on the world.

Into the place of Darkness came the Siblings of Light.
Desiring to create, they did battle with Darkness.
In battle did fall Brother, but Darkness was defeated.
The Sisters took hold of Brother, and formed the World.
Brother's last breath formed life in the World.
Darkness crept back.
The Sisters stand on either side of Brother.
Their Light holds back Darkness.​

That's the creation myth commonly believed by the culture the PCs are from. Here is how magic is explained in Lyrian:

MAGIC

In Lyrian there is no real difference between arcane and divine magic. All magic comes from divine sources. Spellcasting, all magic really, involves tiny spirits. These spirits are normally formless and free. They wander the world, curious but without purpose. When preparing their spells, spellcasters attract the attention and curiosity of these spirits. Eventually they gain the services of these spirits. The caster forms the spirit into a spell giving it form and purpose.

Arcane spell failure does not apply to any caster who is proficient with the armor or shield worn. Arcane spell failure applies to any spellcaster who is not proficient with the armor or shield worn.

BARDS, HEXBLADES, AND SORCERERS
The spirits of bards, hexblades, and sorcerers burn brighter than other mortals. Within them burns a spark of divinity – a tiny spark of creation. For them magic isn’t a process of gathering spirits for their spells. Rather every spell cast is an act of creation as they give life to a new spirit.

CLERICS, PALADINS, AND RANGERS
Clerics, paladins, and rangers pray for their spells once a day. While praying sun clerics, paladins, and rangers must be in bright light, direct sunlight is preferred but a nearby lantern or torch will do. Moon clerics and rangers on the other hand, must be in dim light, moonlight is preferred but a distant lantern or torch will do. As they pray, small spirits come to them offering their service. The character selects the spirits that will serve and forms them into the spells he desires. Once the spells are formed, the spirits merge with the character. There they wait, ready to serve and do the character’s bidding. During this process a visible halo appears around the character. The halo vanishes once the character is done praying.

DRUIDS
Druids pray for their spells once a day. While praying druids must be in direct contact with natural earth, soil, stone, or plant life. As the druid prays, small spirits come and offer their service. The druid selects the spirits that will serve and forms them into the spells he desires. Once the spells are formed, the spirits merge with the druid. There they wait, ready to serve and do the druid’s bidding. During this process the smell of turned soil and cut grass surrounds the druid. This odor vanishes once the druid is done praying.

WIZARDS
Wizards do not pray for their spells. Rather they study their spellbooks. As they study their spellbooks, they draw spirits to them. The wizard takes hold of the spirits he needs and forms them into the spells he desires. He then merges the spirit with himself storing them until needed.

Note: Wizards are capable of learning spells from all spell lists.
 

Shadowsmith said:
My current campaign in set in Lyrian (one of my homebrews). I
DRUIDS
Druids pray for their spells once a day. While praying druids must be in direct contact with natural earth, soil, stone, or plant life. As the druid prays, small spirits come and offer their service. The druid selects the spirits that will serve and forms them into the spells he desires. Once the spells are formed, the spirits merge with the druid. There they wait, ready to serve and do the druid’s bidding. During this process the smell of turned soil and cut grass surrounds the druid. This odor vanishes once the druid is done praying.
I'm just wondering, is worked stone natural? In other words, If a Druid is standing in a stone castle while they pray - would that be enough?
 

I tend to draw on ´ŕeal world´ sources, such as religious/spiritual/mystical rituals and occult practices, to a large extent, as well as magic paradigms and techniques from notable literary sources (e.g., LeGuin.)

Occasionally, a RPG book will coincide somewhat with my preferences in this (e.g., Occult Lore, from Atlas Games) - which generallly surprises me when it happens. . . in a good way. :) Otherwise, it´s homebrew/house-rules all the way.

It´s a hassle being so fussy, but in the end I believe it to be worth the time and effort.
 

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