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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="AtomicPope" data-source="post: 8543193" data-attributes="member: 64790"><p>I voted that magic should have a "mystical" component to it, because by definition it should. One of the narratives that I've been using in my Eberron campaign is "previously unknown magic." Baked into the Eberron lore is a terrifying, powerful, but lost magic in the 13th Dragonmark: the Mark of Death. Since some Dragonmarks are only heritable gifts it adds another layer of mysticism to it. Also, the Dragonmarks allow you to create new magic, like Warforged: a race of living constructs with souls. I like that there is something that is not in the spell books, a powerful magic that could spontaneously appear in an unlikely source. That really separates magic from technology or science as it's not repeatable nor predicable.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8543193, member: 64790"] I voted that magic should have a "mystical" component to it, because by definition it should. One of the narratives that I've been using in my Eberron campaign is "previously unknown magic." Baked into the Eberron lore is a terrifying, powerful, but lost magic in the 13th Dragonmark: the Mark of Death. Since some Dragonmarks are only heritable gifts it adds another layer of mysticism to it. Also, the Dragonmarks allow you to create new magic, like Warforged: a race of living constructs with souls. I like that there is something that is not in the spell books, a powerful magic that could spontaneously appear in an unlikely source. That really separates magic from technology or science as it's not repeatable nor predicable. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should magic be "mystical," unknowable, etc.? [Pick 2, no takebacks!]
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