How widespread is the arcane magic/divine magic divisions in RPGs?

AFGNCAAP

First Post
Something I've been curious about:

OK, I know that D&D pretty much has maintained a difference between divine magic & arcane magic since its inception. A fair number of other game systems seem to keep up this division, whether it's other pencil & paper RPGs or CRPGs.

So, with this in mind:
  • So, just how widespread is this arcane/divine division of magic?
  • How distinct is this division?
  • Are there any games which lack this distinction/division at all?
  • Is this arcane/divine division uised to restrict certain spells/powers?
  • Does how the game(s) in question work mechanically define whether or not there's the arcane/divine magic distinction or not?

Oh, and one other thing:
  • Is the arcane/divine division of magic necessary in these systems (even D&D), IYO?


Appreciate any feedback/info that you can provide.
 

log in or register to remove this ad

The other fantasy RPG I like to play (Midgard, german RPG) also has priests and mages and so on.

They all use the same general spell list, but each class has their own list of available spells. There is a difference between their magic, which is mostly describing the origin of that power. In that regard it's kinda similar to D&D, tho the difference seems a bit lower there.

I remember Rolemaster had three types of magic, basically the same as D&D with psionics, arcane (uhm... dunno how it was called), divine (channeling?) and mentalism.

Earthdawn has no types of magic, just four distinct "schools" (elementalism, illusion, nethermancy and wizardry), IIRC.

Talislanta has tons of different magic orientations, which are more like schools, too, however.

I don't think the difference is absolutely necessary, but it doesn't really hurt, either. It makes different magic-users more distinct and individual.

I think it's a good idea to make the origin of the powers different, even though this has no mechanical effect normally. It just makes sense.

Bye
Thanee
 

Runequest only allowed magic to those who called upon deities in the first two editions, so far as I know. Third edition added their version of arcane magic as well as shamanism as a third type, sort of inbetween.

Thanee, you've mentioned "Midgard" in a couple of your posts. I assume it's printed in German; do you know if it's available in English?
 

Going through my Fantasy Games:

K.A.B.A.L. (Knights, Berzerkers And Legerdemain) uses only one spell list for all casters.

Palladium Fantasy RPG (I only have the first edition) has Wizards who use one style of magic, Warlocks (elementalists) who use another, Diabolist who uses runes & wards, Summoners who use circles, Mind Mages who use Psionics, Clergy who use the same spells as Wizards, but have them granted by the Gods, and Witches who use the same spellcasting as Clergy but have them granted by Demons / Devils. (So, a distinction in style, but not in mechanics)

Rolemaster has three distinct magical styles, with many practitioners of each. They are Essence (arcane), Chanelling (divine) and Mentalism (psionics).

Atlantis from Bard Games had distinct styles of magic with their own lists, seperating divine from arcane and about eight other forms. (In the book Arcanum - the system and setting became Talislanta, but I never bought into Talislanta).
 

Thotas said:
Thanee, you've mentioned "Midgard" in a couple of your posts. I assume it's printed in German; do you know if it's available in English?
Well, if it were, I wouldn't have to note, that it is a german RPG, I guess.

No, I'm afraid, it is not.

Bye
Thanee
 

WFRP has a distinction in the sense of having wizards and priests. However, spells are not divided up along arcane and divine lines, but rather as wizard, illusionist, necromancer and daemonologist spells.

Clerics get short lists (fewer than half a dozen in some cases) depending on faith selected from all the lists, plus in most cases one or two unique spells. You have to pay XP for each spell in WFRP, so having a small list to choose from is not a huge disadvantage.

Interestingly, druids do get a full size spell list of there own.


glass.
 

The only RPG I know of that makes no distinction between wizards and priests is the Conan d20 RPG. There is only one spell casting class (the Scholar) that can fufull the role of a priest or a wizard.

All other games I've encountered seem to make some distinction between priestly and wizard magics
 

HellHound said:
Going through my Fantasy Games:

Rolemaster has three distinct magical styles, with many practitioners of each. They are Essence (arcane), Chanelling (divine) and Mentalism (psionics).

Actually, Rolemaster Mentalism was .. well...mentalism. It was seen as channeling, but from the caster's own power, not a divine or external source. It was mental, sure, but still magic.

Rolemaster had psionics as well - (non-magical).
 

GURPS: no arcane/divine distinction. You either have magical aptitude or you don't.

The separation between arcane and divine magic in D&D has always seemed totally arbitrary and superfluous to me.

That's not to say there can't be any "favored by the gods", mind you! Some of these may be priest, sure. Some of them may be mortal heroes, maybe even some wizards or sneaky types. But that is entirely separate of whether they are spellcasters or not.
 
Last edited:

Ibram said:
All other games I've encountered seem to make some distinction between priestly and wizard magics
GURPS and Storyteller don't make the distinction--and they both cover a wide swath of RPGs. (The closest Storyteller comes to an arcane/divine split is the traditions in Mage and the differnet kinds of exalts in Exaulted.)
 

Remove ads

Top