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How do YOU define magic in your campaign?
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<blockquote data-quote="Shadowsmith" data-source="post: 3152766" data-attributes="member: 526"><p>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.</p><p></p><p style="text-align: center">Into the place of Darkness came the Siblings of Light.</p> <p style="text-align: center">Desiring to create, they did battle with Darkness.</p> <p style="text-align: center">In battle did fall Brother, but Darkness was defeated.</p> <p style="text-align: center">The Sisters took hold of Brother, and formed the World.</p> <p style="text-align: center">Brother's last breath formed life in the World.</p> <p style="text-align: center">Darkness crept back.</p> <p style="text-align: center">The Sisters stand on either side of Brother.</p> <p style="text-align: center">Their Light holds back Darkness.</p><p></p><p>That's the creation myth commonly believed by the culture the PCs are from. Here is how magic is explained in Lyrian:</p><p></p><p><strong>MAGIC</strong></p><p> </p><p>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.</p><p></p><p>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.</p><p></p><p><strong>BARDS, HEXBLADES, AND SORCERERS</strong></p><p>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.</p><p></p><p><strong>CLERICS, PALADINS, AND RANGERS</strong></p><p>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.</p><p></p><p><strong>DRUIDS</strong></p><p>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.</p><p></p><p><strong>WIZARDS</strong></p><p>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.</p><p></p><p>Note: Wizards are capable of learning spells from all spell lists.</p></blockquote><p></p>
[QUOTE="Shadowsmith, post: 3152766, member: 526"] 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. [CENTER]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.[/CENTER] That's the creation myth commonly believed by the culture the PCs are from. Here is how magic is explained in Lyrian: [B]MAGIC[/B] 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. [B]BARDS, HEXBLADES, AND SORCERERS[/B] 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. [B]CLERICS, PALADINS, AND RANGERS[/B] 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. [B]DRUIDS[/B] 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. [B]WIZARDS[/B] 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. [/QUOTE]
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