How do YOU define magic in your campaign?

"Magic is the manipulation of matter and energy by the will."

That's the short version. The long version includes that and goes on to add more detail. To boil those extra details down a whole bunch, they involve the basic structure of the universe, and how it comes together at higher levels to manifest the properties we know as matter and energy.

Magic itself is powered by a force called, "heka" (pronounced "hay-kah". I got it from Mythus). Heka is one of four so-called second order forces, the others being electromagnetism, the strong force, and the weak force. Gravity is the sole first order force, arising from a basic property of the universe. The other, second order, forces arise from a higher order property of the universe.

How people can manipulate heka is a mystery to me, because our universe isn't that way. It has something to do with what the campaign universe is.

It is quasi-scientific. It's that way because of how the campaign universe came about. Had it come about any other way, then it would b more, well, magical. Remember, magic takes the form your campaign needs it to take.
 

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Drawmack said:
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?
Worked stone is fine as long as it hasn't been desecrated and the stone is larger than the druid. Really it isn't much of a restriction. A druid on a ship might have a problem unless he brings with several potted plants that he can tend. Plant life - grass, trees, and the like - has the closest tie to Brother.

Druids in Lyrian draw their power from the body of Brother. While water is natural, it puts distance between the druid and Brother. There are a few clerics dedicated to Darkness, they are able to desecrate an area cutting it off from Brother.

Dragons are also closely tied to the creation of the world and magic, but I doubt anyone is interested in hearing about it. Just like I doubt anyone wants to see what I did to sorcerers for this campaign.

I just realised that I should add something. The actions of the intelligent races are considered to be natural. Cities and buildings are natural. Magic is natural. A sword formed from steel is natural. Druids don't suffer the normal armor restrictions - however, metal armor cannot be worn when shapeshifting as it cannot meld with the body.

The only thing in Lyrian that is considered unnatural is the touch of Darkness. Well, there is more but the PCs haven't discovered that yet and some of my players do read these boards.
 
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