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World Building: Did magic evolve?
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<blockquote data-quote="Stormonu" data-source="post: 9055290" data-attributes="member: 52734"><p>I think I first saw this in Dragonlance, but in my homebrew, Chaos was the original state of things - and that is the core of magic.</p><p></p><p>In this regard, all possibilities existed and reality was not locked down. The appearance of the first god began to apply order and law to Chaos, forging what we would call reality. The gods and such powers control raw access to magic, as unfettered access would break down the laws of reality and if left unchecked, possibly destroy it.</p><p></p><p>Magic, therefore, is breaking down the laws of reality back to its chaotic state and allowing strange, unusual and impossible things to occur. Areas of antimagic and worlds without magic are under the thumb of "Law", where everything must obey what we would term "the laws of physics" (and in extreme cases, may be so locked down that things like chemical reactions may be suppressed or don't even work).</p><p></p><p>Sorcerers (and some Bards) then, are conduits to raw Chaos. Wizards (and some Bards) are lawbreakers, who unravel the laws of reality to accomplish their magical desires. Warlocks (and some Bards) are rules lawyers, who twist the established "laws" to tap into the power of Chaos and utilize magic. Clerics (and Druids) are the most restricted - by obeying the laws of the gods (or "Nature"), they are allowed to tap into "approved" magics that are overseen by the various powers and doled out to those worthy of using it properly.</p><p></p><p>Demons then become rather interesting and horrific beings - they seek unfettered access to Chaos and the disruption of reality; possibly even its utter destruction. Anyone who allies with them is essentially risking the destruction of reality as they know it.</p><p></p><p>The beings of the Realm of Madness, therefore, live by different laws of what they constitute reality. Though they promote a reality that is more prone to change and mutation, they still seek a form of defined reality - though twisted by our standards, and more prone to direct manipulation of Chaos itself. They still oppose demons though; the Old Ones want a closer association with Chaos than most D&D realities, but they don't want their more open interpretation of reality to go back to the Chaotic soup sans reality.</p><p></p><p>As for who invented what spell, I've done it as it's been an over time thing. By the time players enter the world, the PHB spells have long been in use and defined. Spells from other books and supplements may yet be undiscovered or only in the hands of a lucky few who have solved the riddle of figuring out how such a spell works. I've even had players (and bad guys) design their own spells that only they have access to - unless they choose to share it with others for one reason or another.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9055290, member: 52734"] I think I first saw this in Dragonlance, but in my homebrew, Chaos was the original state of things - and that is the core of magic. In this regard, all possibilities existed and reality was not locked down. The appearance of the first god began to apply order and law to Chaos, forging what we would call reality. The gods and such powers control raw access to magic, as unfettered access would break down the laws of reality and if left unchecked, possibly destroy it. Magic, therefore, is breaking down the laws of reality back to its chaotic state and allowing strange, unusual and impossible things to occur. Areas of antimagic and worlds without magic are under the thumb of "Law", where everything must obey what we would term "the laws of physics" (and in extreme cases, may be so locked down that things like chemical reactions may be suppressed or don't even work). Sorcerers (and some Bards) then, are conduits to raw Chaos. Wizards (and some Bards) are lawbreakers, who unravel the laws of reality to accomplish their magical desires. Warlocks (and some Bards) are rules lawyers, who twist the established "laws" to tap into the power of Chaos and utilize magic. Clerics (and Druids) are the most restricted - by obeying the laws of the gods (or "Nature"), they are allowed to tap into "approved" magics that are overseen by the various powers and doled out to those worthy of using it properly. Demons then become rather interesting and horrific beings - they seek unfettered access to Chaos and the disruption of reality; possibly even its utter destruction. Anyone who allies with them is essentially risking the destruction of reality as they know it. The beings of the Realm of Madness, therefore, live by different laws of what they constitute reality. Though they promote a reality that is more prone to change and mutation, they still seek a form of defined reality - though twisted by our standards, and more prone to direct manipulation of Chaos itself. They still oppose demons though; the Old Ones want a closer association with Chaos than most D&D realities, but they don't want their more open interpretation of reality to go back to the Chaotic soup sans reality. As for who invented what spell, I've done it as it's been an over time thing. By the time players enter the world, the PHB spells have long been in use and defined. Spells from other books and supplements may yet be undiscovered or only in the hands of a lucky few who have solved the riddle of figuring out how such a spell works. I've even had players (and bad guys) design their own spells that only they have access to - unless they choose to share it with others for one reason or another. [/QUOTE]
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