Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Players creating new spells?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rodrigo Istalindir" data-source="post: 1580781" data-attributes="member: 2810"><p>One possible explanation is that magic is not science. In the real world, we're used to using the scientific method. We start with a theory based upon current knowledge, extrapolate from that, test, fail, try again, eventually expand our understanding a little bit, and than repeat the process.</p><p></p><p>With magic, there may be no such process. Take 'Fireball' for example. Why bat guano and sulfur, but not pitch and charcoal, or some other combination of flammable components? Why doesn't more of a component, or components of better quality result in a more powerful spell? Dire-bat guano, anyone? The same with somatic components, etc.</p><p></p><p>I see spells as coming from a variety of sources. Most would be the old standards that have been in use for so long that no one can remember why they work, they've just been passed down from master to apprentice for centuries. Some might have been researched with the aid of divine or infernal outsiders -- maybe a fire elemental lord taught a mage how to cast a fireball ages ago in exchange for some service.</p><p></p><p>Because so much of magic will be trial and error, expermentation can be very dangerous. Gesture clockwise instead of counter-clockwise, and the range of your improved fireball might go from 10' per level to 10". And pity the poor mage who had to test 'Featherfall' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 1580781, member: 2810"] One possible explanation is that magic is not science. In the real world, we're used to using the scientific method. We start with a theory based upon current knowledge, extrapolate from that, test, fail, try again, eventually expand our understanding a little bit, and than repeat the process. With magic, there may be no such process. Take 'Fireball' for example. Why bat guano and sulfur, but not pitch and charcoal, or some other combination of flammable components? Why doesn't more of a component, or components of better quality result in a more powerful spell? Dire-bat guano, anyone? The same with somatic components, etc. I see spells as coming from a variety of sources. Most would be the old standards that have been in use for so long that no one can remember why they work, they've just been passed down from master to apprentice for centuries. Some might have been researched with the aid of divine or infernal outsiders -- maybe a fire elemental lord taught a mage how to cast a fireball ages ago in exchange for some service. Because so much of magic will be trial and error, expermentation can be very dangerous. Gesture clockwise instead of counter-clockwise, and the range of your improved fireball might go from 10' per level to 10". And pity the poor mage who had to test 'Featherfall' :eek: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Players creating new spells?
Top