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How do YOU define magic in your campaign?
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<blockquote data-quote="DrNilesCrane" data-source="post: 3152358" data-attributes="member: 7652"><p>I've integrated magic <a href="http://www.the6elements.com/introduction/#what" target="_blank">into the physics of the world </a> ("The 6 Elements"). For example:</p><p style="margin-left: 20px"><em>As the elements are all natural forces of the world, magic is viewed as another way in which a person can change his or her environment: while a blacksmith could expend time and sweat into creating a sword, a Savant (who is skilled in manipulating matter and energy) could form one with a simple thought and action. Both are natural methods of creating the sword: the first is the most common method while the magical method is simply quicker.</em></p><p>Since magic is just manipulating the environment (whether it's the physical environment, living creatures, thoughts, or the past), it's not really "magic" in the D&D sense. No arcane/divine distinction, for example.</p><p></p><p>The idea for the system started before the campaign: I worked with my players to take what we liked out of the D&D magic system and put it into a context that made a lot more sense to us. As our previous big campaign dealt a lot with "what is magic anyway?" type questions, we took the mystery (i.e. wonky rule mechanics, contridictions, and high powered world defining spells) out of it and made a more streamlined, personal system. We integrated all the metamagic feats right into the spells so all casters can use them on the fly (Need a longer duration spell? Bump it up a level. Even longer? Two or three levels...etc.), borrowed the combining spell slots ideas from Arcana Unearthed, narrowed the spell lists like in Wheel of Time...sort of took the best of the d20 buffet and made a system that with nearly a year (plus playtesting) under our belt has worked extremely well. </p><p></p><p>We sort of look at it as "Iron Heroes" style magic (personal and tactical) as opposed to D&D high-fantasy magic (which we like as well, but just got tired of it after awhile).</p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 3152358, member: 7652"] I've integrated magic [URL=http://www.the6elements.com/introduction/#what]into the physics of the world [/URL] ("The 6 Elements"). For example: [INDENT][I]As the elements are all natural forces of the world, magic is viewed as another way in which a person can change his or her environment: while a blacksmith could expend time and sweat into creating a sword, a Savant (who is skilled in manipulating matter and energy) could form one with a simple thought and action. Both are natural methods of creating the sword: the first is the most common method while the magical method is simply quicker.[/I][/INDENT] Since magic is just manipulating the environment (whether it's the physical environment, living creatures, thoughts, or the past), it's not really "magic" in the D&D sense. No arcane/divine distinction, for example. The idea for the system started before the campaign: I worked with my players to take what we liked out of the D&D magic system and put it into a context that made a lot more sense to us. As our previous big campaign dealt a lot with "what is magic anyway?" type questions, we took the mystery (i.e. wonky rule mechanics, contridictions, and high powered world defining spells) out of it and made a more streamlined, personal system. We integrated all the metamagic feats right into the spells so all casters can use them on the fly (Need a longer duration spell? Bump it up a level. Even longer? Two or three levels...etc.), borrowed the combining spell slots ideas from Arcana Unearthed, narrowed the spell lists like in Wheel of Time...sort of took the best of the d20 buffet and made a system that with nearly a year (plus playtesting) under our belt has worked extremely well. We sort of look at it as "Iron Heroes" style magic (personal and tactical) as opposed to D&D high-fantasy magic (which we like as well, but just got tired of it after awhile). [/QUOTE]
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