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<blockquote data-quote="Herremann the Wise" data-source="post: 5470126" data-attributes="member: 11300"><p>Hello Everyone,</p><p></p><p>The Vancian magic thread got me thinking about what it is in a game that makes magic fun and well... makes magic magical. I've never minded Vancian magic myself but it really seems more a curiosity of magical casting than something that would end up being the dominant theme through all but one version of D&D - with 4e refining the mechanics and expanding it across almost all the classes. However, 4e introduced the "ritual" which I think opens the door to some fantastic ideas, giving the gameworld the mechanics to produce more "original" effects that are otherwise hard to tie to a particular spell or effect.</p><p></p><p>Anyway, the magical tropes that I personally like to play with are:</p><p></p><p>1. Magic is mysterious and potentially deadly for the caster. The art of playing with one's soul as it were.</p><p></p><p>2. Magic is not easy to cast (not automatic at the very least). Miscasting is a reality and a dangerous one.</p><p></p><p>3. Casting magic can be wearying for the caster - eventually exhausting them or worse if they seek beyond their limits.</p><p></p><p>4. I still love the idea of casters discovering new magic and putting their name to it as per the Dying Earth series. Forging one's name into the history of a world's magic is always an empowering option.</p><p></p><p>How about you?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5470126, member: 11300"] Hello Everyone, The Vancian magic thread got me thinking about what it is in a game that makes magic fun and well... makes magic magical. I've never minded Vancian magic myself but it really seems more a curiosity of magical casting than something that would end up being the dominant theme through all but one version of D&D - with 4e refining the mechanics and expanding it across almost all the classes. However, 4e introduced the "ritual" which I think opens the door to some fantastic ideas, giving the gameworld the mechanics to produce more "original" effects that are otherwise hard to tie to a particular spell or effect. Anyway, the magical tropes that I personally like to play with are: 1. Magic is mysterious and potentially deadly for the caster. The art of playing with one's soul as it were. 2. Magic is not easy to cast (not automatic at the very least). Miscasting is a reality and a dangerous one. 3. Casting magic can be wearying for the caster - eventually exhausting them or worse if they seek beyond their limits. 4. I still love the idea of casters discovering new magic and putting their name to it as per the Dying Earth series. Forging one's name into the history of a world's magic is always an empowering option. How about you? Best Regards Herremann the Wise [/QUOTE]
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