Magic Systems

Another great example of the dangers and the psychological turmoil that comes with magic/power is Raistlin Majere. (The best Wizard in all Fantasy stuff IMHO)

The guy gets so powerful so as to become a God, then he realizes how pointless his vanity was that he turns back time to undo things...
 

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To your question, I think, in the OP...I'm not sure how the magic "system" (mechanics) really speak to what magic is "supposed to be" in the gaming world.

In general, the system speaks to what magic is in the world through its impact on the characters and implications for world simulation. When the mechanics restrict what kind of social systems would be consistent with the magic, then the mechanics speak to what it is "supposed to be" in the world.

I think you are correct that in D&D, the mechanics only speak weakly to what the various types of magic are in the world. The exact same mechanics are easily fit into a wide array of flavor text and social systems.

There are games where this is less the case - usually, when the magical effects you can produce are more strongly tied to the magical tradition you follow, and/or when use of magic has direct impact on the caster, and not just the target, you'll see a stronger tie to what magic is in the world.
 

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