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How does magic work in D&D (In-Universe/Lorewise)?
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<blockquote data-quote="M_Natas" data-source="post: 9127093" data-attributes="member: 7025918"><p>I'm struggling a little bit with how magic in D&D 5e functions in-universe. While the Player Handbook has a lot Information about casting spells and magic classes, the explanation, what magic is inside the game world, is one short text in chapter 11 about the weave of magic.</p><p></p><p>The magic of the world section in the DMG is even less helpful.</p><p></p><p>Is there any other source about how magic works In-Universe in D&D?</p><p></p><p>I know as a DM if you create a homebrew world you are supposed to make up your own, but without any frame of reference that is hard.</p><p></p><p>So far the Information on what magic is and how it works In-Universe in general (so setting agnostic) is this:</p><p></p><p>Raw magic is in everything. From the rocks, to the trees to the air. Mortals can't tap the raw magic. They need an "interface" to connect with the raw magic.</p><p></p><p>The fabric of magic. In the forgotten realms lore that is called the weave.</p><p></p><p>The fabric of magic can be manipulated directly by arcane magic or indirectly through divine magic (so a god or god like creature or force works as an intermediary).</p><p></p><p>Spells or magical effects manipulate the fabric of magic and so shape the raw magic.</p><p></p><p>Spells like identify and detect magic let you glimpse the fabric of magic and how it is manipulated.</p><p></p><p>Dispel magic smoothes the fabric and an animation field redirects the fabric of magic.</p><p></p><p>We also know that there are different forms of energy, that can be created by spells (radiant, fire, necrotic, force and so on) and that are universal.</p><p>There are also schools of magic, that are universal (Necromancy, Evocation, Illusion ...).</p><p></p><p>We know the ability of mortals to shape the fabric of magic is limited (but not why it is limited).</p><p>We know for some effects they need to concentrate to keep the spell going, so the Caster is still connected to the fabric of magic while concentrating.</p><p></p><p>Did I miss a universal in-universe rule?</p><p></p><p>------------------------------------</p><p></p><p>So, what is my problem with the lack of information about how ingame magic works?</p><p></p><p>It leads to some ... lets say interesting design decisions in D&D.</p><p>For example because they don't have ingame explanation of magic, they need to add to every effect, creature, object, thing ... that it is magical or it is not considered magic.</p><p>Dragons are not magic in D&D because in their statblock or description it is not written, that these are magical creatures. So a detect magic spell sees nothing when looking at a dragon.</p><p>Or a familiar. Because of the wording of the spell, it wouldn't show up as magical with the detect magic spell, according to RAW.</p><p>While an animated armor would show up as magical (because it is described as magically animated). So it could be effected by dispel magic.</p><p>A scarecrow would not show up on detect magic, because it is animated by a spirit (like the familiar) and nowhere it is written that spirits are magical (as far as I could find). Elementals can be bound by magic but themselves are not magical.</p><p></p><p>So whenever a player uses detect magic and looks around, because of the lack of general rules on how magic works in the game, I have to look up any creature, object and so on that the Character is looking at to see, if in the description it is described as magical.</p><p>And what is considered magical and what not seems a little inconsistent.</p><p></p><p>How did you folks solved this problem at your tables?</p><p>And would you, like me, prefer it, if WotC would give some more Lore on such stuff so we can adjudicate stuff better as DMs?</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9127093, member: 7025918"] I'm struggling a little bit with how magic in D&D 5e functions in-universe. While the Player Handbook has a lot Information about casting spells and magic classes, the explanation, what magic is inside the game world, is one short text in chapter 11 about the weave of magic. The magic of the world section in the DMG is even less helpful. Is there any other source about how magic works In-Universe in D&D? I know as a DM if you create a homebrew world you are supposed to make up your own, but without any frame of reference that is hard. So far the Information on what magic is and how it works In-Universe in general (so setting agnostic) is this: Raw magic is in everything. From the rocks, to the trees to the air. Mortals can't tap the raw magic. They need an "interface" to connect with the raw magic. The fabric of magic. In the forgotten realms lore that is called the weave. The fabric of magic can be manipulated directly by arcane magic or indirectly through divine magic (so a god or god like creature or force works as an intermediary). Spells or magical effects manipulate the fabric of magic and so shape the raw magic. Spells like identify and detect magic let you glimpse the fabric of magic and how it is manipulated. Dispel magic smoothes the fabric and an animation field redirects the fabric of magic. We also know that there are different forms of energy, that can be created by spells (radiant, fire, necrotic, force and so on) and that are universal. There are also schools of magic, that are universal (Necromancy, Evocation, Illusion ...). We know the ability of mortals to shape the fabric of magic is limited (but not why it is limited). We know for some effects they need to concentrate to keep the spell going, so the Caster is still connected to the fabric of magic while concentrating. Did I miss a universal in-universe rule? ------------------------------------ So, what is my problem with the lack of information about how ingame magic works? It leads to some ... lets say interesting design decisions in D&D. For example because they don't have ingame explanation of magic, they need to add to every effect, creature, object, thing ... that it is magical or it is not considered magic. Dragons are not magic in D&D because in their statblock or description it is not written, that these are magical creatures. So a detect magic spell sees nothing when looking at a dragon. Or a familiar. Because of the wording of the spell, it wouldn't show up as magical with the detect magic spell, according to RAW. While an animated armor would show up as magical (because it is described as magically animated). So it could be effected by dispel magic. A scarecrow would not show up on detect magic, because it is animated by a spirit (like the familiar) and nowhere it is written that spirits are magical (as far as I could find). Elementals can be bound by magic but themselves are not magical. So whenever a player uses detect magic and looks around, because of the lack of general rules on how magic works in the game, I have to look up any creature, object and so on that the Character is looking at to see, if in the description it is described as magical. And what is considered magical and what not seems a little inconsistent. How did you folks solved this problem at your tables? And would you, like me, prefer it, if WotC would give some more Lore on such stuff so we can adjudicate stuff better as DMs? [/QUOTE]
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