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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
World Building: Did magic evolve?
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="RangerWickett" data-source="post: 9055957" data-attributes="member: 63"><p>I sometimes run games with the premise that magic requires power sources, and high level magic requires you to bond to a mighty source of power.</p><p></p><p>With priests, you need to be sufficiently ordained in your religion for you to be permitted to tap into the collective prayers of the faithful. It's not the god that grants the power; the god is just the focus of everyone's devotion, and that devotion is the actual source of the power.</p><p></p><p>With wizards and such, they've got to do the Magic: the Gathering style thing of traveling to different places of power and completing an adventure to link to its mana.</p><p></p><p>In this framework, magical spells of the highest level are always <em>possible</em>, since once you have access to the <em>power</em>, it can do all sorts of stuff based on how creative you are (as long as the outcome matches the theme of the magical power source). But what changes over time is how organized are the systems of helping people learn how to get the power. </p><p></p><p>In the Stone Age, one dude managed to kill a dragon and toss it into a volcano, and he became a mighty fire wizard. In the Bronze Age, a cabal of fire wizards pass down the secrets of various monsters that are good to kill and offer to the volcano in order to enhance their power. By the Iron Age, the wizards have learned how to share that power among all their members, but they guard it jealously, and they've managed to steal some secrets from other wizard orders about how <em>they</em> got <em>their</em> powers, so now they can do more than just fire, but also necromancy!</p><p></p><p>And then if we got to the Renaissance, academies would open up teaching people the basics of wizardry, and for the sake of protecting their nations kings would empower the wizard cabals to train war mages, and the peasants would be required to raise cattle to be used as food for the great beasts that must be sacrificed to various fiery pits - volcanoes sure, but also man-made furnaces. And the middle class would make a living crafting high quality arrays of magical foci that the royal wizards would use to focus their power.</p><p></p><p>And then in the Industrial Age, the principles of fire magic would lead to the development of arcane engines that harness mundane fuel like coal and turn it into a mighty battery for spellcasting. But you'd still need the training to harness it, so even if a 1st level wizard had the control wand necessary to access the power of an arcanotechnological furnace, he'd need practice to pull off more than a burning hands.</p><p></p><p>But that's just one dynamic possible.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9055957, member: 63"] I sometimes run games with the premise that magic requires power sources, and high level magic requires you to bond to a mighty source of power. With priests, you need to be sufficiently ordained in your religion for you to be permitted to tap into the collective prayers of the faithful. It's not the god that grants the power; the god is just the focus of everyone's devotion, and that devotion is the actual source of the power. With wizards and such, they've got to do the Magic: the Gathering style thing of traveling to different places of power and completing an adventure to link to its mana. In this framework, magical spells of the highest level are always [I]possible[/I], since once you have access to the [I]power[/I], it can do all sorts of stuff based on how creative you are (as long as the outcome matches the theme of the magical power source). But what changes over time is how organized are the systems of helping people learn how to get the power. In the Stone Age, one dude managed to kill a dragon and toss it into a volcano, and he became a mighty fire wizard. In the Bronze Age, a cabal of fire wizards pass down the secrets of various monsters that are good to kill and offer to the volcano in order to enhance their power. By the Iron Age, the wizards have learned how to share that power among all their members, but they guard it jealously, and they've managed to steal some secrets from other wizard orders about how [I]they[/I] got [I]their[/I] powers, so now they can do more than just fire, but also necromancy! And then if we got to the Renaissance, academies would open up teaching people the basics of wizardry, and for the sake of protecting their nations kings would empower the wizard cabals to train war mages, and the peasants would be required to raise cattle to be used as food for the great beasts that must be sacrificed to various fiery pits - volcanoes sure, but also man-made furnaces. And the middle class would make a living crafting high quality arrays of magical foci that the royal wizards would use to focus their power. And then in the Industrial Age, the principles of fire magic would lead to the development of arcane engines that harness mundane fuel like coal and turn it into a mighty battery for spellcasting. But you'd still need the training to harness it, so even if a 1st level wizard had the control wand necessary to access the power of an arcanotechnological furnace, he'd need practice to pull off more than a burning hands. But that's just one dynamic possible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
World Building: Did magic evolve?
Top