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Need feedback on a homebrew idea for magic, gods, etc.
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<blockquote data-quote="Angcuru" data-source="post: 1934052" data-attributes="member: 10948"><p>It's not change itself that is evil, but the methods which the Change shards use to try to become whole that tend to shine a "hey, that just might be evil" light on it. And anyway, the moronic travesty that is modern Pop culture is not what I was thinking about when I designed this setting. People in my setting generally percieve the force of change as evil, so they describe it as such. Change in and of itself if not thought of as evil in that all that is good is completely static and unmoving, it is the FORCE of change, I.E. the energy of change that used to bind Changer together, that is thought of as evil.</p><p></p><p>Actually, a Fireball IS change. When there's an explosion, it's something changing drastically and releasing a whole lot of energy, usually via fire. A Creation Fireball spell, on the other hand, could be literally creating a ball of fire, but not in the classic D&D essential arcane explosive sense.</p><p></p><p>I assume you are referring to the theory of Conservation of Matter. Anyway, remember that the Force of Creation is controlled and looked over by the many gods in the setting. It is generally restricted to their clergy or equivalent social group, who use the power sparingly. The universe is infinite by nature, and could never "fill up". The setting is in no danger of being 'filled up', as those with the power to create are far outnumbered by those with the desire to change. Physical matter can be changed into energy or practically anything one could imagine. </p><p></p><p>As for magic, Creation is restricted to certain limited sects in most if not all societies by its very nature. Change magic is far more common, and is likely the only magic that common people would ever see. And conventiently, the more applicable of the two towards D&D style magic.</p></blockquote><p></p>
[QUOTE="Angcuru, post: 1934052, member: 10948"] It's not change itself that is evil, but the methods which the Change shards use to try to become whole that tend to shine a "hey, that just might be evil" light on it. And anyway, the moronic travesty that is modern Pop culture is not what I was thinking about when I designed this setting. People in my setting generally percieve the force of change as evil, so they describe it as such. Change in and of itself if not thought of as evil in that all that is good is completely static and unmoving, it is the FORCE of change, I.E. the energy of change that used to bind Changer together, that is thought of as evil. Actually, a Fireball IS change. When there's an explosion, it's something changing drastically and releasing a whole lot of energy, usually via fire. A Creation Fireball spell, on the other hand, could be literally creating a ball of fire, but not in the classic D&D essential arcane explosive sense. I assume you are referring to the theory of Conservation of Matter. Anyway, remember that the Force of Creation is controlled and looked over by the many gods in the setting. It is generally restricted to their clergy or equivalent social group, who use the power sparingly. The universe is infinite by nature, and could never "fill up". The setting is in no danger of being 'filled up', as those with the power to create are far outnumbered by those with the desire to change. Physical matter can be changed into energy or practically anything one could imagine. As for magic, Creation is restricted to certain limited sects in most if not all societies by its very nature. Change magic is far more common, and is likely the only magic that common people would ever see. And conventiently, the more applicable of the two towards D&D style magic. [/QUOTE]
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