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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Where does arcane magic come from?
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="John Quixote" data-source="post: 111338" data-attributes="member: 694"><p>I define magic in my campaign as breaking the laws of nature and physics -- which is what magic actually is -- but it can only be accomplished by drawing energy from another reality or plane. In D&D magic has always been explained as the act of fixing anomalous extraplanar energy from "somewhere else" into one's own mind, and shaping it as a spell, as opposed to psionics, which was using one's own force of will to pull that energy out of wherever and do something extraordinary. It's a far call from the typical explaination of magic in a Final Fantasy game (where magic is drawing on the life force of the planet and universe around you, like Star Wars) or in classical folklore (where magic is supernatural power granted by spirits, demons, faeries, etc).</p><p></p><p>In my own game, in order to sort of explain everything (since I didn't like AD&D's nameless and distant "plane of magic"), I ruled that the extraplanar sources for magic vary depending on the caster. My planescape is set up with the astral plane separating the material plane from the heavens, and the ethereal plane between the prime material and the hells. Consequentially, the astral plane is mildly good aligned and the ethereal plane carries the midly evil aligned trait. I pretty much left the inner plances alone. Then I set up the magic system for each type of caster:</p><p>Wizards: casters with just enough brains to use arcane lore to shape ethereal energy into spells without being corrupted by evil.</p><p>Sorcerers: casters who are charismatic enough to make bargains with denizens of spirit worlds and the like to learn spells.</p><p>Clerics/Paladins, Druids/Rangers, Shamans/Sohei: priests who are granted power from divine forces; not much change here.</p><p>Shugenja: preists who draw magic directly from the inner (elemental) planes.</p><p>Psions/Psychic Warriors: individuals with the will and ability to shape astral energy into psychic effects.</p><p>Monks, Sohei: warriors who draw on ki are using their own internal energy, native to the prime material plane, sort of like FF's lifestream or the life force manipulated by Jedi.</p><p></p><p>It makes for a pretty unique system where magic is dangerous only to the foolish or unwary, psionics are rare and innate but sorcery is not, and divine magic is much the same.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 111338, member: 694"] I define magic in my campaign as breaking the laws of nature and physics -- which is what magic actually is -- but it can only be accomplished by drawing energy from another reality or plane. In D&D magic has always been explained as the act of fixing anomalous extraplanar energy from "somewhere else" into one's own mind, and shaping it as a spell, as opposed to psionics, which was using one's own force of will to pull that energy out of wherever and do something extraordinary. It's a far call from the typical explaination of magic in a Final Fantasy game (where magic is drawing on the life force of the planet and universe around you, like Star Wars) or in classical folklore (where magic is supernatural power granted by spirits, demons, faeries, etc). In my own game, in order to sort of explain everything (since I didn't like AD&D's nameless and distant "plane of magic"), I ruled that the extraplanar sources for magic vary depending on the caster. My planescape is set up with the astral plane separating the material plane from the heavens, and the ethereal plane between the prime material and the hells. Consequentially, the astral plane is mildly good aligned and the ethereal plane carries the midly evil aligned trait. I pretty much left the inner plances alone. Then I set up the magic system for each type of caster: Wizards: casters with just enough brains to use arcane lore to shape ethereal energy into spells without being corrupted by evil. Sorcerers: casters who are charismatic enough to make bargains with denizens of spirit worlds and the like to learn spells. Clerics/Paladins, Druids/Rangers, Shamans/Sohei: priests who are granted power from divine forces; not much change here. Shugenja: preists who draw magic directly from the inner (elemental) planes. Psions/Psychic Warriors: individuals with the will and ability to shape astral energy into psychic effects. Monks, Sohei: warriors who draw on ki are using their own internal energy, native to the prime material plane, sort of like FF's lifestream or the life force manipulated by Jedi. It makes for a pretty unique system where magic is dangerous only to the foolish or unwary, psionics are rare and innate but sorcery is not, and divine magic is much the same. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Where does arcane magic come from?
Top