Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How do YOU define magic in your campaign?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 3152428" data-attributes="member: 172"><p>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.</p><p></p><p>IMC, the fundamental fuel or medium of magic is called the <em>flow</em>. The <em>flow</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Psion, post: 3152428, member: 172"] 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 [i]flow[/i]. The [i]flow[/i] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do YOU define magic in your campaign?
Top