Why does magic work the way it works?


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Quasqueton said:
In the D&D game world...
Is creating a new spell an act as simple as just "researching" it? If so, why aren't there spells for every little imaginable situation? If not, what does it take to create a new spell?
Yes. The Core books describe the basics, the guidelines. From there on it's your job to populate your world's libraries with unique spells.

Why is there no iceball, lightningball, sonicball, or acidball spell? (Like fireball.)
Just look for it long enough (see above).

Why isn't there a 1st-level "no-save, just die" spell?
The term '1st-level-spell' denotes a spell within a certain degree of tapped magical power and complexity. Killing living creatures greater than common vermin requires more of both than can be found within this category.


Why are some spells only divine, or only arcane, while some are both?
The gods have unique abilities, making some things easier to them - like healing. Their granted spells are those that are the most impressive (and thus most likely to draw new followers) and have the least cost to themselves. Arcane casters excel at destruction probably because channeling the raw energy of a meteor swarm isn't something the gods like to do all day.


Why are some spells different levels depending on being divine or arcane?
See above. As an addendum note, that some spells are reproductions of the arcane or divine original and likely not quite as efficient (and thus higher in level).

Why is the list of summonable monsters not mirror images (celestial X and fiendish X)?
It's a conspiracy.

Why does magic in your D&D game world work the way it is described in the rule books?
Because I say so. Actually it *doesn't* work like that, because I say so, but that amounts to the same.
 

Quasqueton said:
In the D&D game world...

Okay, in game...

Quasqueton said:
Is creating a new spell an act as simple as just "researching" it? If so, why aren't there spells for every little imaginable situation? If not, what does it take to create a new spell?

As simple as "just researching it"?!? Researching is complex! Power must be tapped from the Positive (or sometimes, Negative) Material Plane, focused through the Lens of Will, then shaped and manipulated via Verbal Components in the otherwise-unknown Language of Magic, Material Components whose Alchemical Resonances vibrate the same cosmic chords (at least harmonically), and Somatic movements which allow them to be wielded...

Creating a first-level spell is similar to building a working motor from a pile of disassociated components found in a hardware store (possible, and I have done it). Researching a 9th-level spell is similar to manufacturing a working automobile, from scratch, without plans (Ford did that, too). It is simply much easier to let someone ELSE build the toasters, blenders, and cars, and simply buy them! It is the same with spells.

As with medieval bridge-building, there are certain rules of thumb which can be followed, as they are known to work, but much of the theory on bridge-construction is so much rubbish (as are the bridges built using them, after their collapse). Magical theory works likewise.

Alchemists and Wizards know that certain materials have certain magical properties, just as they have mechanical, chemical, and other properties. Rubies ward off/kill spiders. Spells to kill spiders (or other Arachnids) are thus likely to make use of rubies, or ruby dust, etc., while spells to attract them are unlikely to.

Certain "Words of Power" in the Language of Magic are known, as well (see A Wizard of Earthsea), and finding the one (or ones) to achieve the desired effect is somewhat similar to writing complex metered poetry, except that, oft times, the word you are looking for is unknown (at least, to you). Fortunately, magic has existed for millenia, and you are not the first to have studied it... Just as books of the Alchemical properties of matter exist, so do "dictionaries of the Language of Magic". The ones written by Epic Clerics, Druids, Paladins, Rangers, Sorcerers, and Wizards are the most valued. Similar works of Somatic Components also exist. Finding these is subsumed in the "Laboratory costs".

So spell research begins with a library of books, materia, and laboratory gear. If one wishes to research Arachnid Massacre, a spell which slays all arachnids within 60', one would begin by researching Repel Vermin, various death spells, perhaps some warding spells, and looking for the word & gestures of power. A research of materia anathema to arachnids would no doubt turn up the properties of rubies, suggesting that they might make a good Material Component...

Next, the Wizard would seek to formulate the new spell, recording it in his spell book. This is where the "medieval bridge-building" comes into play... There are many different methods for recording the "spell formula", which work sometimes better than others (somewhat like the particle and wave theories of light). Each has strengths and weaknesses.

Knowing what to use, when, is a matter of experience (and level). In no sense is it easy, unless researching a spell well below you!

Once the spell formula is recorded, it is memorized, the materia prepared, some arachnids secured, and the spell is cast... If it works, Great! A new spell is born! If not, however, then the results are analyzed, a reason for failure theorized, more research is done (perhaps greater power is needed; find a new, more powerful Verbal Component... Perhaps the scorpions are immune to the effects of ruby; back to double-check the Alchemical texts, and if so, find a new Material Component). Experimentation occurs until the caster is satisfied, or gives up, and moves on to other things (like dungeon-delvings).

Quasqueton said:
Why is there no iceball, lightningball, sonicball, or acidball spell? (Like fireball.)

There is no Iceball in general existance because Arcane Magic does material creation so poorly... Ball Lightning exists (c.f. Ring of Shooting Stars), but is not commonly known. The others are the same. Great Wizards teach their special spells only to their most loyal apprentices!

Quasqueton said:
Why isn't there a 1st-level "no-save, just die" spell?

Cost-to-develop to Value ratio. Same reason there are few $200 toasters. A cheaper one will toast the bread just as well.

Quasqueton said:
Why are some spells only divine, or only arcane, while some are both?

The Dark Side of the Force is better at destruction, attack, concealment & obfuscation. The Lighter Side is better at Utility, Sensing & Perception, and Buffing/Defending. Thus, the Universe has Balance, of a sort...

Quasqueton said:
Why are some spells different levels depending on being divine or arcane?

It is the way of things... Divine casters find it easier to buff, defend, protect, and heal, and harder to attack. Wizards find attack easier, but have a harder time with the rest.

Quasqueton said:
Why is the list of summonable monsters not mirror images (celestial X and fiendish X)?

There are no fiendish unikine.

Quasqueton said:
Why does magic in your D&D game world work the way it is described in the rule books?

Quasqueton

"It's the Way of things!"
 
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cmanos said:
because it's magic. Suck up and deal or write your own system.
Quasqueton is, I believe, asking people for the in-game rationale they use for why things work the way the do in the rules. Like in my description of magic spells in my world, or Steveroo's description of how research works in his.

To answer some more of his questions in regards to my own campaign:

Why are some spells only divine, or only arcane, while some are both?
Because the gods are able to direct their followers to spells that the arcane casters haven't found formulae for yet. Also the arcanists have found formulae for spells that the gods have, for inscrutable reasons, not delivered to their followers

Why are some spells different levels depending on being divine or arcane?
Because even if the arcanists have found a formula for a spell that is the same as a spell delivered by the gods, the formula might be more or less efficient than the one the gods deliver. Again, the reasons are obscure to both kinds of casters (and to be honest I haven't come up with a good reason why the gods would gimp their own folllowers, yet. :) )

Why is the list of summonable monsters not mirror images (celestial X and fiendish X)?
Actually I let summoning casters come up with their own lists (with my approval and input of course) so it's not so much that good guys get one set and bad guys get another. Every summoner will summon different critters based mostly on personal preference or, in the case of divine casters, the god's preference. If thet player wants to put in the time to have a really comprehensive list of appropriate CR critters, that's fine with me.
 

because it's magic. Suck up and deal or write your own system.
Quasqueton is, I believe, asking people for the in-game rationale they use for why things work the way the do in the rules. Like in my description of magic spells in my world, or Steveroo's description of how research works in his.
Yes. It's interesting that half the folks responding understood what I was asking, and responded in kind, but the other half misunderstood what I was asking. And half of those misunderstanding had the need to attack/insult.

Quasqueton
 


Quasqueton said:
Yes. It's interesting that half the folks responding understood what I was asking, and responded in kind, but the other half misunderstood what I was asking. And half of those misunderstanding had the need to attack/insult.

ignore them.

when diane fossey or other biologists "research" their subjects. how long does it take them? years.

same could be said of elves researching a spell. it may take generations in human terms to understand how to polymorph or shapechange into a caterpillar. or just as long to fly like a butterfly.

for humans they don't have that amount of time to "waste" on research. but they also fail more often with big bang events. ;)
 

for humans they don't have that amount of time to "waste" on research. but they also fail more often with big bang events.
There's an interesting and funny concept. The elves sit back a few generations, "Let the humans die at their experiments a couple times, then when they finally get something right, we can take their information and work with it." Humans are the guinie pigs for the elves.

Quasqueton
 

I was going to do a quick type up on my rationale behind magic, but its sort of made to answer different questions than your, including some campaign specific ones (see the *)

The basic concept: Magic is, in its passive form, an untapped energy that flows all around the world. In some places these flows become rivers, or "ley lines" which visibly glow. But in most places, this passive magic, or the flow remains invisible and undetected.

1) Why do spellcasters cast spells? Why don't magical effects just happen?

By default, the strength of the flow is too weak and undirected to really accomplish anything. When unidrected, the flow doesn't really do anything. It's just untapped potential.

When spellcasters cast spells, they have gathered the flow energy and -- more importantly -- shaped it to acheive the effect that they desire. Sort of like if a team of horses simply put out to pasture don't do acheive much, but harnessed and put into a team, they can pull a plow or a wagon.

2) Why do wizards prepare spells and sorcerers simply cast any spell that they know? Why do sorcerers know so few spells.

Both wizards and sorcerers must gather energy to use it. This is a major component of the rest period and preparation time.

But wizards are not inhernently magical creatures. The flow is a slippery energy, and if the wizard does not shape the spell when preparing it, it can accoplish nothing. But in some cases, a wizard can leave an alotment of gathered flow energy unshaped and shape it later. The shaping of these spells is a formulaic thing, so they can easily learn whatever spells their mind will bear.

Sorcerers, on the other hand, are inherently magical creatures. They cannot deliberately shape spells; shaping the magic that naturally flows through them in an instinctual thing. When a sorcerer casts a spell, however, they can shape the energy as they cast is, as a reflex. Of course, reflexes take deliberate training. Mere memorization of formulas and principles is not enough.

3) Okay, why do clerics cast spells? Why do they prepare them?

Much like sorcerers and magical creature, gods are magical creatures, perhaps moreso than either of the prior. Immense magical power wells up in divinities.

But divinities are, by nature, aloof from the world, almost operating by different rules of reality than other creatures. Mortals consider philosophy and ethics; gods are in some way actual expressions of these thoughts and concepts.

It is possible for a cleric to tap into this immense power, but it takes deliberate communion with the divine beings. Spells are not simply miracles; they are fragments of the flow energy that the cleric is granted from their deity. Though gods can perform miracles directly, this is almost contrary to their nature, so it is rare.

4) What about psions and other psychic creatures? Why DON'T they cast spells.

In most ways, psions and psionic creatures are similar to sorcerers and magical creatures. They have an innate connection to the flow. However, whereas sorcerers and magical creatures pull flow energy into themselves and then shape it into spells reflexively, psions and psychic creatures reach out to the flow, and shape it as a force of will.

5) Why are sorcerers different from creatures with spell like abilities?

A sorcerer is to a magical creature a bit like a learned monk is to animals that they strive to emulate in the wilderness. An animal has claws, fangs, possibly venom sacks. Similarly magical creatures have organs and glands that do specific jobs. However, like a monk learns to shape his hand into a fang like shape for a strike, or learn the weaving motions of a mongoose, a sorcerer has flexibility and discipline allowing them to shape their magical selves to perform feats similar to magical creatures, similar to the way a monk emulates animals.

6*) Why do ley lines glow? Why do wild surges occur near ley lines. (* this pertains to setting specific stuff in my game)

Normally, when a spell is cast, the flow is so weak and undirected, it is merely pushed aside by the passing spell.

However, when an area becomes saturated in the flow, the little random pertubations of magic begin to express themselves. This is normally simply the soft glow of a ley line. Usually little else occurs, as the flow of ley lines don't naturally allow the flow to accumulate to the level that creates effects much more potent than this (ley line nexuses are a different story.)

However, when you intoduce an active spell to the area, it becomes super-saturated and the flow is often to intense for there to be no magical manifestation. The spell is beat around like an eddy in the current which is often enough to cause the spell to unravel. And when it does, the little magical "directions" that make up the spell interact with the surrounding flow energy in ways that produce unpredictable results.
 

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