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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Sources of Magic
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="Deadguy" data-source="post: 422025" data-attributes="member: 2480"><p>Sorry to wander quite so late into this conversation... somehow I kept missing it. Some interesting ideas have been posted up. In a way, I have yet to see a supplement that tries to really look at the roots of magic. We have ideas for magic from different sources (e.g. ley lines), but not anything looking at what it would mean for a world to have some variant cosmology.</p><p></p><p>For myself, I hit the problem when I created the <em>Shattered World</em> setting for my own use. After years of abuse of divine intervention I wanted to create a setting where there were no divine beings. However, I didn't want to deal with integrating 'divine' magic into the arcane (or rather, I wanted to get the game started, and I didn't have time to implement it). So I needed a way to conceptualise this divine magic in a godless world. In the end I opted for the idea of Passion Magic, the magic born of fervent belief in principles and ideals. I transformed the Cleric into the Theurge, though the only reason for the name change was to bring home to players that they are <em>not</em> priests. Theurges are followers of Philosophies, which are theoretical frameworks for channelling real power into beliefs. In the <em>Shattered World</em> the proto-capitalists (known as The White Order) work magic because they believe that the systems they propose can really change the world. Of course, they aren't alone, there are many others too, from supporters of the status quo to radical anarchists seeking to overthrow corrupt (or all!) governments.</p><p></p><p>It has taken me a long time to really begin to get to grips with what I created, but the party had it brought home to them when they visited a city which had a separate Theurge District (actually <em>Bluffside</em> for those who are interested - a great FRP city!). They found the place disconcerting, with people trying to sell them ideas, asking them to question their assumptions, and of course soliciting cash for their causes!</p><p></p><p>I named the force of Passion Magic the Odyllic Force, and I needed to ground its origins in the setting. Now the <em>Shattered World</em> doesn't use lots of separate planes. Instead, apart from the Ghost Worlds (similar to both the Ethereal and Shadow planes combined), the sources of power lie in the planets that orbit the <em>Shattered World</em> (yup, a bit of pre-Copernican cosmology for me!). There are the four elemental planets, and then there are the Energy Poles: the Sun and Darkheart. I described the Odyllic force as being like a great meandering river, that flows out of the Sun to Darkheart and then out again and back to the Sun. The Shattered World lies within this flow, and it is this emotionally-charged flow that the Theurges tap. At the moment, I am looking at some rules about fluctuations in the flow, that will modify the availability of Passion Magic. And taking the river analogy forward, I am working out ways to describe weirs, shoals and stagnant waters in game terms.</p><p></p><p>Phew! Longer than I intended. I guess I am trying to say that I agree, it can be really worthwhile looking at the origins of magic for your setting. By doing so, you create adventures and storylines that relate to the activities of the spellcasters, and that bring to life the underlying existence of magic in the game world.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 422025, member: 2480"] Sorry to wander quite so late into this conversation... somehow I kept missing it. Some interesting ideas have been posted up. In a way, I have yet to see a supplement that tries to really look at the roots of magic. We have ideas for magic from different sources (e.g. ley lines), but not anything looking at what it would mean for a world to have some variant cosmology. For myself, I hit the problem when I created the [i]Shattered World[/i] setting for my own use. After years of abuse of divine intervention I wanted to create a setting where there were no divine beings. However, I didn't want to deal with integrating 'divine' magic into the arcane (or rather, I wanted to get the game started, and I didn't have time to implement it). So I needed a way to conceptualise this divine magic in a godless world. In the end I opted for the idea of Passion Magic, the magic born of fervent belief in principles and ideals. I transformed the Cleric into the Theurge, though the only reason for the name change was to bring home to players that they are [I]not[/I] priests. Theurges are followers of Philosophies, which are theoretical frameworks for channelling real power into beliefs. In the [I]Shattered World[/I] the proto-capitalists (known as The White Order) work magic because they believe that the systems they propose can really change the world. Of course, they aren't alone, there are many others too, from supporters of the status quo to radical anarchists seeking to overthrow corrupt (or all!) governments. It has taken me a long time to really begin to get to grips with what I created, but the party had it brought home to them when they visited a city which had a separate Theurge District (actually [i]Bluffside[/i] for those who are interested - a great FRP city!). They found the place disconcerting, with people trying to sell them ideas, asking them to question their assumptions, and of course soliciting cash for their causes! I named the force of Passion Magic the Odyllic Force, and I needed to ground its origins in the setting. Now the [i]Shattered World[/i] doesn't use lots of separate planes. Instead, apart from the Ghost Worlds (similar to both the Ethereal and Shadow planes combined), the sources of power lie in the planets that orbit the [i]Shattered World[/i] (yup, a bit of pre-Copernican cosmology for me!). There are the four elemental planets, and then there are the Energy Poles: the Sun and Darkheart. I described the Odyllic force as being like a great meandering river, that flows out of the Sun to Darkheart and then out again and back to the Sun. The Shattered World lies within this flow, and it is this emotionally-charged flow that the Theurges tap. At the moment, I am looking at some rules about fluctuations in the flow, that will modify the availability of Passion Magic. And taking the river analogy forward, I am working out ways to describe weirs, shoals and stagnant waters in game terms. Phew! Longer than I intended. I guess I am trying to say that I agree, it can be really worthwhile looking at the origins of magic for your setting. By doing so, you create adventures and storylines that relate to the activities of the spellcasters, and that bring to life the underlying existence of magic in the game world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sources of Magic
Top