It's an interesting concept, and I have to admit I am not terribly interested in all the many ways to buff up an extra point here and there in the game.
There are more sources for the notion of magic as commonplace, however, than some might think. The idea that runes were magic means for example that every sword with a rune carved into it carried an enchantment for those who believed this. Some people blessed this and that item or person, house, etc. on a regular basis. How this helped the people involved would not necessarily be clear, but it could easily be interpreted as the kind of mini buffing that is now commonplace in D&D.
I think one other thing to consider about the rare but subtle and powerful school of magic is that part of the reason it works is that its mechanics are so totally dictated by those of the storyline. Gandolf uses a ray of light to scare off the Ringwraiths. Cool, but that's all the narrative needed at that point, which is common in stories of such spell casters as well as in mythology itself. If you pare magic down in D&D and make it more rare, it makes it harder for the player to find good uses for it. This can be compensated by railroading a bit. (Imagine Gandolf's player being told at the beginning of book II that he has the power to produce a big ray of light. Oh great! ...but then the ability is just what is needed for a specific point in the storyline.) Immense flexibility could also work. You have one spell per day, choose it wisely (and then maybe it's a big list or the DM just wings it when the magic button is pressed.) I tend to like the idea, but it's hard to put into practice.
There are more sources for the notion of magic as commonplace, however, than some might think. The idea that runes were magic means for example that every sword with a rune carved into it carried an enchantment for those who believed this. Some people blessed this and that item or person, house, etc. on a regular basis. How this helped the people involved would not necessarily be clear, but it could easily be interpreted as the kind of mini buffing that is now commonplace in D&D.
I think one other thing to consider about the rare but subtle and powerful school of magic is that part of the reason it works is that its mechanics are so totally dictated by those of the storyline. Gandolf uses a ray of light to scare off the Ringwraiths. Cool, but that's all the narrative needed at that point, which is common in stories of such spell casters as well as in mythology itself. If you pare magic down in D&D and make it more rare, it makes it harder for the player to find good uses for it. This can be compensated by railroading a bit. (Imagine Gandolf's player being told at the beginning of book II that he has the power to produce a big ray of light. Oh great! ...but then the ability is just what is needed for a specific point in the storyline.) Immense flexibility could also work. You have one spell per day, choose it wisely (and then maybe it's a big list or the DM just wings it when the magic button is pressed.) I tend to like the idea, but it's hard to put into practice.
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