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General Tabletop Discussion
*Dungeons & Dragons
Should magic be "mystical," unknowable, etc.? [Pick 2, no takebacks!]
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<blockquote data-quote="Lanefan" data-source="post: 8542997" data-attributes="member: 29398"><p>Well, that's boring! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I use the same underlying idea, that there's inherent magic everywhere except places where there isn't*; but I have it that anti- (temporary) or null- (permanent) magic zones do dispel the area's inherent magic. and thus...</p><p></p><p>...a Dragon finding itself in one of these zones would be in a heap o' trouble - as in utterly unable to survive - if it couldn't get out within a pretty short time. Ditto for an Elf; we even have a term - "magic sickness" - for what happens to an Elf that gets caught in a null-magic zone, as it's happened in my games on numerous occasions.</p><p></p><p>The more magical a creature is, the shorter its life expectancy in a null-magic area: Dragons, Sylphs, Unicorns etc. have a few minutes but not many, Elves have under an hour, Dwarves are good for maybe a day or two, Giant [ordinary animal]s might last for weeks and in some cases might survive outright, and so forth.</p><p></p><p>The underlying reason I do it this way is to allow non-magical worlds such as Earth to co-exist in the same universe as magical worlds.</p><p></p><p>* - the presence of a specific element on the periodic table is the usual cause of widespread lack of magic.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8542997, member: 29398"] Well, that's boring! :) I use the same underlying idea, that there's inherent magic everywhere except places where there isn't*; but I have it that anti- (temporary) or null- (permanent) magic zones do dispel the area's inherent magic. and thus... ...a Dragon finding itself in one of these zones would be in a heap o' trouble - as in utterly unable to survive - if it couldn't get out within a pretty short time. Ditto for an Elf; we even have a term - "magic sickness" - for what happens to an Elf that gets caught in a null-magic zone, as it's happened in my games on numerous occasions. The more magical a creature is, the shorter its life expectancy in a null-magic area: Dragons, Sylphs, Unicorns etc. have a few minutes but not many, Elves have under an hour, Dwarves are good for maybe a day or two, Giant [ordinary animal]s might last for weeks and in some cases might survive outright, and so forth. The underlying reason I do it this way is to allow non-magical worlds such as Earth to co-exist in the same universe as magical worlds. * - the presence of a specific element on the periodic table is the usual cause of widespread lack of magic. [/QUOTE]
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Should magic be "mystical," unknowable, etc.? [Pick 2, no takebacks!]
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