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How does magic and psionics work in your world?
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<blockquote data-quote="FungiMuncher" data-source="post: 1024478" data-attributes="member: 1094"><p>In my campaign, I've seen all the varieties of magic along a sprectrum:</p><p></p><p>1) Alchemy - manipulting the inate magical qualities of materials (in my campaign, an alchemist is a modified wizard).</p><p></p><p>2) Sorcery - using ones spirit-tainted blood to create magical effects (spirits - fey, dragons and giants - all have elemental qualities, that is, those qualities are inside one's blood).</p><p></p><p>3) Natural magic - petitioning the "lesser" spirits for magical effects (druids and rangers, as well as clerics without a patron deity).</p><p></p><p>4) Divine magic - petitioning the "greater" spirtis for magical effects (clerics with a patron).</p><p></p><p>5) Psionics - tapping into the gift given to the world from Thoth, a diety so disinterested in the politics from the world, that one doesn't even have to worship him (in the traditional sense) to receive his gifts.</p><p></p><p>So, in a sense, psionics is a type of magic which is divine, but, it also places it back next to alchemy, in the sense that it relies on the person discovering what's possible.</p><p></p><p>Mechanically, arcane, divine and psionic magics are all considered the same. The descriptors are just convienent terms practitioners use when discussing magic. I've though about using penalties on spellcraft when examining other types of magic, but really haven't followed through on it.</p><p></p><p>FM</p></blockquote><p></p>
[QUOTE="FungiMuncher, post: 1024478, member: 1094"] In my campaign, I've seen all the varieties of magic along a sprectrum: 1) Alchemy - manipulting the inate magical qualities of materials (in my campaign, an alchemist is a modified wizard). 2) Sorcery - using ones spirit-tainted blood to create magical effects (spirits - fey, dragons and giants - all have elemental qualities, that is, those qualities are inside one's blood). 3) Natural magic - petitioning the "lesser" spirits for magical effects (druids and rangers, as well as clerics without a patron deity). 4) Divine magic - petitioning the "greater" spirtis for magical effects (clerics with a patron). 5) Psionics - tapping into the gift given to the world from Thoth, a diety so disinterested in the politics from the world, that one doesn't even have to worship him (in the traditional sense) to receive his gifts. So, in a sense, psionics is a type of magic which is divine, but, it also places it back next to alchemy, in the sense that it relies on the person discovering what's possible. Mechanically, arcane, divine and psionic magics are all considered the same. The descriptors are just convienent terms practitioners use when discussing magic. I've though about using penalties on spellcraft when examining other types of magic, but really haven't followed through on it. FM [/QUOTE]
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