Tell me about magic in your world.

Ranger Wickett: your magic is very cool. Tell the barbarian that this is a good thing. It makes me think of my old days playing Mage: The Ascension: highly stylized, and with deep ties to the game world that enhance role-playing.

I'm in the process of resurrecting my 2E campaign, the one that we played from 1993 (9th Grade) to 1996 (start of college). Two of the three players were the main cogs in that campaign and--after a three year layover from RPGS--we're stoked. Sunday is D-Day, the first session.

This campaign in Forgotten Realms, so the metaphysics of magic are tied up in Mystra. In my view, she is the source of raw magical energy which ebbs and flows (wild magic v. dead magic) throughout Faerun. She is the source, and wizards learn to shape her energies (praise be to Azuth ;) ) .

In game terms we're trying out a radical (for D&D) mechanic. A wizard doesn't "memorize" a set of spells which are expelled as they are cast, and remembered or re-memorized the next day--every day, a wizard rests to re-energize the number of spells that they can cast.

In clearer terms, this means that a third level wizard can cast three first level, two second level and one first level spells per day. They can choose, on the fly, whatever spells they want to, so long as they have knowledge of the spell (i.e., it's in their spell book). The same holds true for priests: if you have access to the sphere, then you can cast the spell. No more memorizing spells.

In terms of game mechanics, this makes spellcasters much more powerful (which, to me, is a just compansation for the fact that low-level spellcasters suck in 2E). Wizards and priests are flexible: no more "I would cast detect magic, but I only memorized Magic Missiles today" or, conversely, "I don't have any Magic Missiles, I was studying at home and memorized Read Magic and Copy."

This sytem is reaching towards a mana-point system, but game balance issues within the spell level structure make that a dangerous option in D&D. This is a compromise between the shackles of memorizing spells, and the unbalanced freedom of a mana point system. Only time will tell, and I'll let you guys know how it goes...
 

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As I was reading the entries I realized how I handle magic in my world, and where I got it from. It comes from Dangerous Journeys: Mythus, in which there are two elements to magic.

First, there is magic as theory, referred to as "Magick". Then there is magic as practice, known as "Dweomercrafting". It is possible to know Magick, but not Dweomercrafting, and vice versa. If you know Magick, but not Dweomercrafting, you know how magic works, but can't cast spells. If you know Dweomercrafting, but not Magick, you can cast spells, but you have no real understanding of what you're doing. It is only through knowing both (plus a certain 'aptitude') that one can achieve the status of a full practitioner.

So I've adopted and adapted this. Magical theory is scientific. Magical practice is a craft. In the case of some practitioners it becomes an art. It is in magical practice where you find the traditions. The various 'ways' of casting spells, of applying theory to practice.

Of course, the way magic is set up in D&D doesn't lend itself for this sort of thing. There's no way to simulate the limitations imposed upon a practitioner who knows a tradition of spell casting, but doesn't understand the theory behind magic. And vice versa. Any suggestions would be most helpful.

Anyway...

Where magic comes from is tied up with metaphysics, the laws of the universe, and long winded exposition. I did a Mythus Mutters article on it, here is really not the place.

So when talking about magical traditions in my fantasy worlds it's pretty much a case of how spells are cast, and the reasons behind those methods. Things such as level and school are the province of theory. Casting time varies according to casting method, and that relies a lot on tradition.

(There is one thing the spelldancers of India have learned from western thaumaturgy, never use the whole body to cast a spell when 'hand dancing' will do the job quite nicely.)
 

In my current campaign we have a lot of different magical traditions, but they all use the same system (Arcana Unearthed system).

In the mythology of the game world, women traditionally were the magicians; over time men learned to handle it as well, but not as well or as frequently.

Now there are university trained academics (not quite as wild as the Unseen University, but...), local healers, entertainers, the Society of the Many Crossed Star, Akapan ancestor rites, Wind Whistlers, the Convocation of the Rune, etc. The point is, though they all use exactly the same system, each group explains how magic works a little differently, and often there are long arguments over who is most correct.
 

You have some cool stuff there Ranger Wicket... I like seeing people take the time to tailor magic to their campaigns.

Over the years we touched upon a lot of different styles, but all with an eye on the setting. Path Magic was lots of fun and still one of my favorites styles. We had great Greyhawk campaigns with underlying political conflicts between Clerics of the various good deities and the "uncontrolled" Wizard communities. The more influential clergies argued that Wizards had too much power and no higher moral authority. There were increasing restrictions being placed on Wizards in countries like Veluna and Furyondy and they exerted pressure on Greyhawk and places like Celene to follow suit. But when the High Priests of Rao, Cuthbert and Pelor put up a united front and tried to have the Circle of Eight arrested... well, it got ugly - quick.

In our Post-Ragnarok low(er) magic campaign we sat down and fleshed out how we wanted magic to work in the campaign and what kinds of limitations it should have. I think I had the most fun with this. We nailed down a list of what magic could and couldn't do (or, just much harder to do) and I think just doing that helped create a third of the flavor of the campaign. When the gods died in Ragnarok, their divine essence scattered across the world and suffused it with their power. Everyone has a touch of the divine in them and it has granted them the potential for greatness humanity never had before. In effect, it was that event which allowed D&D style advancement in power. In that campaign our primary spellcaster was the Talist Magi, those that had a strong connection to the essence of the great rune sorcerers like Odin and Frigga, or to the darker powers like Loki. And like them, Talists are both warriors and wizards, but with a touch of the divine as well. There is a Druid Class as well, but significantly different than D&D's. Nature is but an extension of their being and they use the earth and the air around them like we use our own arms and legs. They have no special influence over animals however, they are forbidden to use their powers to impose their will on another sentient being's free will. From there it breaks down into various prestige classes - those that have a strong connection to a particular god or magical location.

Cheers!
 

Hello,

As my campaign is set in the Realms, I’m constantly on the lookout for new sourcebooks and new ideas to help me represent the huge magical diversity to be found there.

More often then not I take the new magical orders, kinds of spellcasting and unique, never-before-seen (by my players, in game or out of game) magic items I discover in non-FR WotC and Third Party sourcebooks, give them all a Realms twist, and insert them into the various cities, regions and/or locations where my players decide to visit.

I constantly take pains to impress on my players in game the variety and kinds of magic (whether Arcane or Divine) to be found by them, should they choose to look.

So I guess my answer would be: Nearly all kinds of magical traditions, with more waiting to be discovered or re-discovered.

J. Grenemyer
 

Well my D&D world is a bit peculiar in that the primary human group is made of up Ren Folk, Reinactors, Gamers and the like advanced many generations

None of the magic traditions they used back on Cuthuloid Earth where they came from carried over except for Psionics -- they just didn't work.

magic in this world just isn't very uh magical -- it is well understood and becoming a 5ht level Wizard is roughly equivilant to getting a Masters degree -- challenging but not that challenging

Roughly 1/2 of the population has the raw Intellegence to master 3rd level spells -- time and cost and lack of interest keep the numbers down to about 10% of the populous having at least a few cantrips

The closest thing in this worls there is to a "Tradition" are the baisic methodologies -- #1 is Traditional generally a Wizard and his apprentice (s) -- they tend to do the whole Pointy Hat and Robe thing #2 War Wizards -- these guys train at an Academy ala West Point and they usually have a level of Fighter -- typical grads are Spellswords or Eldritch Kights #3 Army Wizards -- less elite than Academy wizards #4 Academic Wizards -- trained in colleges -- these guys tend to have a lot of INT skills and Knowledge skills #5 Noble Wizards -- usually trained in a traditional fashion with an empahasis on courts #6 Guild Wizards -- trained in a mercantile like wizards guild - rather business oriented and often lawful #7 Church Trained -- these guys are called Justicars are are trained to fight along with Paladins and Clerics. They are rather rare as few Wizards are that devout and the Church of the Way is a tad suspicious of Wizard magic - they do often have Divine Cantrips though or occassionall Cleric Levels and/or Mystic Theurge levels

Ok off topic but for the curious how magic works

Minor Psi existed on earth but it waslimited to feats ala D20 Cuthulu -- On Midrea The new the worlds dimensional resonance increaed Psis to full fleged Psions and Psionic Warriors and the like

Magic was rediscovebeing a Wizards is learning the ability to use a Sigil (the writing in a spell book) to "void walk" and imbed the spell fragments of the first creation into memory and therefore cast spells.

Later in history as Violet gate was opened latent talents were activated allowing Sorcery and Bardic Magic -- its a Fae ability usually


Clerical magic is about making contact with either the Divine or the Infernal or in the case of Druids and the like, the living planet Herself and havinf Faith and in most cases keeping true to the religion

Clerics must be Good or Evil depending on power source -- Druids must be Neutral and Witches may have any aligment

divine spellcasters with inate powers (ala the Mystic class) who have angelic bloodlines and have an appropriate alignment

Any Good person with faith and a Wisdom of 10+ can learn divine spells but they have to strive for goodness --

Everyone knows reinacarnation is a fact as well since the entire planet was exposed to the voice of the Metranon --

Of the main religions The Way resembles Unitarian Catholic Buddhism and in game it subs in for Christianity which was mostly left out to avoid offensing a couple of devout players but can be added in easy enough , The Shen Pantheon has 50 gods, Druids worship Midrea herself, The Norse gods are Worshiped in the worlds equivilant of err Norway and there is a Wicca like faith

Other classes like Hexblades and stuff will be added and of course there are a number of other relgions as well --

In another version of this world there are neither Clerics or wizards but all else remains the same

My other game system varients of this I did away with the gates and the other stuff and just have a single source of magic as yet undecided -- and another varient uses a three way system Light Dark Green
 
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There is only one, primary, magic tradition in my homebrew (and only one class that gets to cast spells as a class ability). I'm putting together a heavily modified version of Elements of Magic to handle the nuts and bolts of spellcraft. (and eagerly awaiting the follow-up book.)

Magic is not really divine or arcane in my setting. It is merely the result of an individual's attempt to channel the raw forces of creation. These forces have the ability to create or destroy all of existence, but mortal understanding of them doesn't allow for anywhere near that level of power.

The practitioners of magic are the Magi. They pass the secrets of their craft down from master to aprentice, and have been doing so since the first of their number were educated in the arts by the One True God (then just a demigod seeking to free mortals from the tyranny of the old gods).

The actual practice of magic is similar to arcane magic in that it is nothing more than an understanding of the language of magic (vocal) and the forms of magic (somatic) and how they can be used together to channel the forces of creation.

The appearance of magic is very divine, as it is almost exclusively practiced by the Magi and they have deeply religous roots. They are a combination of holy men and monks, and religion permeates everything they do (even though it is not directly responsible for their power).

The 'forms' of magic are much more involved than simple hand gestures. They are closer to martial arts kata. In fact, although the base class has low hit dice and a poor BAB progression, a martial art has been developed using the forms of magic as a basis. This art, infused with magic, can be quite deadly when performed by a master (someone in the Prestige Class). It also focuses on staff and baton weapons. The staff is a sacred symbol to the Magi. The only weapon the One True God had on his person when he went to do battle with the old gods was a simple wooden staff.
 

RangerWickett said:
  • Gresian Psion-Monks. They use psychic powers to tap into the souls of things and gain their powers.
  • Inquisitors. Wearing masks to hide their identities and their spirits, inquisitors are masters of intimidation and counterspelling. They were originally developed as a magical police force to find disloyal mages, but today they have their own agendas.
  • Spellweaving. A style of Elvish magic that combines multiple spells into one. They focus on life and defensive magic, with some self-transformation. Spellweavers take the long view of life, believing that if it's not worth doing slowly, it's not worth doing at all.
  • Yen-Ching Biomancers. Tinkering scientist mages, biomancers are responsible for most of the monsters in the world. They breed, hybridize, and build creatures, and a few of the more crazed ones transform themselves. Biomancy is much more stylish than summoning if you want to have monsters defend you.
  • Taranesti Diabolists. Demon summoners who hide in the dark, the Taranesti Elves believe the best way to win a fight is to never take sides. They'll work with anyone who will ally with them, and will betray their allies when they deem it necessary. Demons and devils in particular are some of the best things to ally with, because they provide great power, but don't make you feel guilty when they die.
  • Gabal Spellduelists. Like gunslingers of the old west, spellduelists of the Gabal school strive to defeat their foes as fast as possible, but they have an extra layer of cunning that helps them outwit all manner of opponents. They favor evocations above all.
  • Elemental Guardians. Each guardian chooses one of the four classical elements, and learns magic of that particular type. This is a necessary tradition, because if the Elemental Conclave did not meet each year and perform their rituals, the world would be torn apart by opposing elemental forces.
  • Gatekeepers. They believe books are reflections of other realities. All their magic is based on writing and conjuring.
  • High Sorcery. The ancient Elvish style of magic that focused purely on forces and energies, never on the tangible. Masters of enchantment, abjuration, and evocation.
  • Wayfarers. Developed from a group of traveling performers, the wayfarers learned the secrets of teleportation, and now control the market for teleportation-based goods and services. They also are skilled like Cirque de Soleil.
That is Awesome. I want to play in that campaign.

Are these all seperate classes? and if so, is there some method you used to create all of them, or did you write each one from the ground up?

I'm (slowly) putting together rules for my fantasy world using the d20Modern rules set, and I'm creating six magic-using classes:

The Arcanist, an Int based class: This is the traditional guy who gets his spells from intricate diagrams and funny looking books. He specialized in miscilanious effects like invisibility, flight, and force spells.

The Witch, a Wis based class: The mysterious woman who lives in the woods and may or may not eat children. Her strength lies in animal and plant spells, curses, shapechanging effects, and enchantments.

The Elementalist, a Cha based class: They work like specialist wizards, with a favored element and a forbidden one. They've got some of the best direct damage spells.

The Paragon, a Str/Wis based class: Basically, a paladin. Like the Arcana Unearthed champion, he choses some cause and his abilities are tied to it. He's got all of the Affiliation (D20Modern Alignment) spells, plus a selection of spells that tie into whichever cause he choses.

The Shadow, a Dex/Int based class: This is basically a thief with spells. I'm not quite sure what she should specialize in thought. maybe anti-magic.

The Blood Mage, a Con/Cha based class: whether a spell is morally iffy or just downright evil, this guy has it. He's got summoning spells, necromantic spells, plus a variety of wicked special abilities (such as wearing a creatures skin to assume it's form and abilities) and the ability to increase his spellcasting power by sacrificing constitution (either his own or his victim's)

I'm using a spellpoint system taken from Unearthed Arcana (which in turn was taken from the Psionics Handbook). And in order to make the creation of spells lists easier (and add flexibility), I'm splitting the list up into disciplines, each related to some theme or effect. For instance, an Arcanist might have major access to the flight, creation, warding, light, and force disciplines, plus minor access to healing and the elemental disciplines, plus major access to two disciplines of his choice.

I've just barely started, so I've got a lot of tweaking ahead of me.
 

I'm running a DL-based game that's been heavily modified. The timeline is a few centuries after X'aos (Chaos) forbade the "Gods from Beyond" from interfering with Krynn and banished them. The Dragon Isle dragons invaded Ansalon and Taladas, slaughtering most of the native dragons and setting themselves up as Dragonlords.

IMC X'aos is an amalgamation of the divine spirits that existed prior to the Gods arrival. Spirits are mortal creatures who "grok" a divine truth (domain) and become the focal point for that truth, assuming no one else already has. (Think Piers Anthony's Incarnations books) They become like dieties but can be killed or lose their status as spirit if they cease to be a living embodiement of their truth.

Priests follow a spirit but do not worship the spirit. The spirit is the focal point of the domain, not a creature to be worshiped. Someone wishing to become a priest goes through a ritual where they find and align themself with the Domain that is most like them. A good person will not be associated with Evil, nor Evil with good. The potential priest may go in expecting to become a priest of Justice and find themselves a priest of War because their true nature is more in tune with War than Justice.
Priests of the spirits are fairly rare amoung the Races of Man (demihumans) though the Ogres, Thanoi and a few other elder races have maintained a small priesthood. The Dragonlords have yet to decide how they are going to react to this potential threat to their power but until they act the priests are gathering converts and

The spirits that compose the pantheonic amalgm deity known as X'aos are able to grant 5th level spells. A handful of independent spirits exist that grant all spells (Chislev spirit of life, Japeth the Bleak spirit of death, Nedrag spirit of plants, O'tarr spirit of scheming and tactics).

Clerics of the banished gods are limited to 2nd level spells. They, and the priests of the X'aos spirits, still have the higher level spell slots for use with metamagics.

Similarly, the bulk of arcane casters are limited to arcane spells of 2nd level after the banishment of the gods of magic.

However any race that uses the forms of arcane magic preceeding the Council of High Sorcery are able to cast spells of any level. This primarily means Irda (ogres) and a handful of individuals who either predate the Council (i.e. liches) or who was a member of a renegade order of magic. Those orders are quietly growing but remain quite small.

Dragons retain the ability to use higher level magics though there are rumors they do it in a different manner.

Recently Raistlin was made aware that he was the spirit of magic, explaining how he was able to challenge the gods. Takhisis was none too pleased someone spilled the beans since the basis of his voluntary exile was that his quest to become a god would destroy the world. As a spirit he is, for all intents and purposes, already a god and thus won't follow the world-destroying path.
Exactly what this means for arcane magic is unknown. The Tower of High Sorcery at Palanthus vanished as did a few members of the renegade orders of magic.

Psionics on Krynn have been the target of a millenium-long pogrom to eliminate any who can harness magic not under the control of the gods. A small and highly secretive cabal of psionics has managed to exist on a demi-plane hiddent on the crystal shell. There they manage an intercontinental mercantile empire, using their precognitive abilities to gather wealth to try and sway the world to a form more to their liking. They managed to mitigate some of the suffering during the DragonWars by stockpiling food and distributing it when it would do the most good.
The psions are still highly secretive with less than a few dozen people world wide knowing of their existence. Though the gods can no longer empower clerical servants to hunt them down, they can still strike their demi-plane if they ever realize its location. The psions have records of the spirits and are generally positive towards their priests but are waiting to see how the Dragonlords react to them before revealing themselves.
 

In the primary campaign area of my world --the 10 portal-connected cities of CITY-- they're 4 magical traditions... each with their own set of perks and quirks.

Erisian Alchemists practice a mad-scientific brand of philosphical inquiry that covers everything from high-octane love potions, immortality serums, turning lead into gold, sugar into glass, and big things into their tiny, component pieces.

Rule quirks: their familiars are animated objects
their buff spells last longer [ie. they use the 3.0 2nd level buffs]
they can't Eschew Materials or Still their spells
they get all the blasty evocation spells [other traditions don't]
they're not great enchanters [spells have a range of touch/injest]
they're terrible diviners, except for the odd vial of truth serum...
their spells have either REF or FORT saves

Shirac Mind-Witches are basically psionicists who excel at enchantment and illusion spells, with the occasional tele/pyro/cryo-kinetic power thrown in for good measure. The Shirac are a race of plane-wandering mystics who teach their art to any outsiders who willingly embrace their culture. However, those so taught have the nasty habit of passing the knowledge along to every no-good relative, in-law, poker buddy, etc. so what was once regarded as a pristine path to enlightment is now a highly-feared set of mind-tricks...

Rule quirks: --their familiars are spirit-imbued magical animals
--their mind-affecting spell rock [ie, invisibility at 1 hour/level]
--their physical buffs don't [produce fatigued cond. when over]
--making spells quick/still/silent is easier for them
--learning damage-producing evocation spells is hard [req's feat]
--their spells have either WILL or REF saves

Brothers of the Black Worm are occultists in the employ of Erebus the fallen angel, who pays his workers in vile, otherworldly secrets that he gleaned from the ghosts of the Dead Elder Gods he was once charged with mourning for. Once paid, the Brothers are free to use their knowledge and power for whatever they choose, so long as it doesn't interfere with Erebus's schemes. Of course, Erebus is never clear about what those schemes are...

Rule quirks: --their familiars are shapechanging native outsiders with base abilities similar to quasits. Their base form is that of a long black worm which is usually found coiled around their master's heart.
--they excel at necromancy and conjuration [summoned monsters last 10 min/level and have non-combat uses]
--they normally don't use their own EXP when creating items [ie, they use sacrificed sentients]
--they get enhance familiar and inproved familiar as bonus feats.

Gate Mages use the ability the innate ability of all sentient beings to fashion interdimensional gates to approximate a small number of arcane spell effects. From the obvious like Dimension Door and Teleport, to the less obvious, like Create Food and Water --which only works if the Gate Mage has a prior arrangment with a resturant open 24 hours...

Rules quirks: --they don't have familiars
--most of their spells work by first 'tagging' a target with a Gate Mark, then later, invoking it, ie: tagging a monster to summon, tagging a boulder to later drop on someone's head
--thus they have no control over summoned monsters
--thus nearly every use of their spells requires a new DM ruling
--thus they can learn just about any spell a player can justify as working via a teleportation gate
--their spells only have REF saves: either they position the Gate correctly, or they don't.
 
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