Magic: Difference between revisions

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[[File:Wizard.jpg|thumb|right|An ancient and mighty spellcaster.]]{{cleanup}}
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''If you're looking for the card game, check [[Magic: The Gathering]]''
''If you're looking for the card game, check [[Magic: The Gathering]]''


A staple of fantasy fiction and settings is the presence of '''magic''', a more or less mysterious supernatural force in the world that allows wizards, sorcerers, witches, and all manner of strange people or creatures to defy the laws of physics and do fantastic things. Magic, in some form or another, is present in a huge number of fantasy novels and game settings, but the particulars can vary massively from place to place.
== Magic ==


In some settings, magic may be a fairly commonplace phenomenon, with universities dedicated to its studies and magical streetlights in major cities. In others, it could be mostly unknown, and may be (to most) the province of myths and legends instead of reality. The actual functioning of magic may also vary; sometimes a practicioner of magic may be able to create any effect they desire spontaneously, but in other implementations magic is seen solely as predefined spells. It may be that using magic requires years of careful study and accumulation of knowledge, or that the ability to use magic is an inherent ability an individual inherits or spontaneously develops, or of course some combination of the two. Variation between any of the extremes is possible.
Magic is a term that encompasses mystical energies inherent in many game worlds. These allow a person who learns how to use this energy to create fantastic, supernatural effects.


Because of the prevalence of magic in fantasy, it is often invoked to explain any sort of nonsensical happening or violation of the laws of physics found in a story or game, even when it is not explicitly suggested to have a magical cause by the material in question, using the all-purpose expressions "[[a wizard did it]]" or "it's magic. I don't gotta explain shit." The presence of magic is also often brought up in response to complaints about apparently nonmagical violations of known science, the argument usually following along the lines of "you're in a setting where people can shoot fire out of their dicks, who cares if someone can balance on a cloud?"
Magic functions differently in many game systems, but almost all of them call upon some innate essence of the world or person.
 
Magic is most often formed into repeatable functions called Spells. Said spells perform many functions, from elemental damage in combat, healing wounds or fixing things, and making spectacular illusions.
 
Magic in most game systems is an extremely complicated thing, requiring much study and thought to use effectively.
 
Magic is spelled magick if you are a [[gay|homo]].
 
=== Magic in 3.5e ===


==Examples of Magic in Games==
===Magic in 3.5e===
Magic in [[Dungeons and Dragons]] 3.5e is called the ''art'' by elves and other such nonsense by other such nonsensical creatures. It is similar to the [[weeaboo]] idea of chi/ki where magic is all around us like the force from Star Wars, like the holy gandalf in religion and the.... yeah you get the picture. Magic in 3.5e is everywhere like paedobear.
Magic in [[Dungeons and Dragons]] 3.5e is called the ''art'' by elves and other such nonsense by other such nonsensical creatures. It is similar to the [[weeaboo]] idea of chi/ki where magic is all around us like the force from Star Wars, like the holy gandalf in religion and the.... yeah you get the picture. Magic in 3.5e is everywhere like paedobear.


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Casting the spell takes "lots" of effort (seriously, magic users in D&D are physically weak) so they can only cast a certain number of spells from a certain casting difficulty per day.
Casting the spell takes "lots" of effort (seriously, magic users in D&D are physically weak) so they can only cast a certain number of spells from a certain casting difficulty per day.


===Magic in 4e===
=== Magic in 4e ===
In 4E, familiar spells from prior editions still exist, though many of them have disappeared. All in all, the spell selection is significantly smaller in 4E, with many spells (specifically exceedingly minor or extreme ones, like various cantrips and Wish/Prismatic Wall). In deed, in 4E, spells are less intricate and specific, and more straight-forward. This isn't to say that 4E is without familiar spells like Prestidigitation or non-combat spells like their utility spell for summoning up a mansion.
In 4E, familiar spells from prior editions still exist, though many of them have disappeared, and many spells that have the same names as in 3.5 function in a much weaker manner, such as fireballs that cannot kill even a low level monster, or 'disintegrates' that do little more damage than a skin rash, 'teleports' that barely cover the distance of a room. All in all, the spell selection is significantly smaller in 4E, with many spells removed, particularly ones that would require effort of a human GM to adjudicate. Indeed, in 4E, spells are less intricate and specific, and more straight-forward.  
 
Another notable point in 4E magic is the fact that classes don't generally share spell lists anymore, and that all classes are comprised of abilities that are basically spells. For example, the Wizard and Sorcerer have wholly different selections of spells and class features, and generally have a list of spells only slightly different in effect than the fighter's spells, or the rogue's. Spells in 4E are classified with powers, meaning a spellcaster is going to generally have about as many spells as a Fighter has special attacks, stances, and disciplines. They're also functionally similar, differing only in affect, but not in the usage of attack rolls to resolve the success of the spell. This has led to the prevalent criticism that "all classes in 4E are spellcasters."


Another notable point in 4E magic is the fact that classes don't generally share spell lists anymore. For example, the Wizard and Sorcerer have wholly different selections of spells and class features. Spells in 4E are classified with powers, meaning a spellcaster is going to generally have about as many spells as a Fighter has special attacks, stances, and disciplines. They're also functionally similar, differing only in affect, but not in the usage of attack rolls to resolve the success of the spell. This has led to the prevalent criticism that "all classes in 4E are spellcasters," and the nickname "caster edition."
There are also rituals, which are questionable magic effects that take a while to occur, and cost sometimes far more money than a reasonable player would be willing to spend (such as a fairly expensive ritual that would allow you to listen behind a door 20' away). They generally have out of-combat purposes, unlike most of the typical spells like those mentioned above, which are exclusively for combat.


There's also rituals, which are more powerful magic that takes a while. They generally have advanced, out of-combat purposes and unlike most of the typical combat spells like those mentioned above, cost money for components and the like.
=== <strike>Magic</strike> The Warp in [[Dark Heresy]] ===


===<strike>Magic</strike> The Warp in [[Dark Heresy]]===
Unlike in 3.5e, where everything's colourful and cheery, trying to use ethereal powers in the 40,000 universe could get your "beautiful snowflake" soul stolen by nasty deamons you will then rape the shit out of your body and then defecate your eyeballs.
Unlike in 3.5e, where everything's colourful and cheery, trying to use ethereal powers in the 40,000 universe could get your "beautiful snowflake" soul stolen by nasty deamons you will then rape the shit out of your body and then defecate your eyeballs.


On the plus side, Psykers (as magic users are called) know very few powers (two at the start) in the game but can cast them whenever they want as long as they don't fail the casting roll.
On the plus side, Psykers (as magic users are called) know very few powers (two at the start) in the game but can cast them whenever they want as long as they don't fail the casting roll.

Revision as of 17:25, 19 January 2011

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If you're looking for the card game, check Magic: The Gathering

Magic

Magic is a term that encompasses mystical energies inherent in many game worlds. These allow a person who learns how to use this energy to create fantastic, supernatural effects.

Magic functions differently in many game systems, but almost all of them call upon some innate essence of the world or person.

Magic is most often formed into repeatable functions called Spells. Said spells perform many functions, from elemental damage in combat, healing wounds or fixing things, and making spectacular illusions.

Magic in most game systems is an extremely complicated thing, requiring much study and thought to use effectively.

Magic is spelled magick if you are a homo.

Magic in 3.5e

Magic in Dungeons and Dragons 3.5e is called the art by elves and other such nonsense by other such nonsensical creatures. It is similar to the weeaboo idea of chi/ki where magic is all around us like the force from Star Wars, like the holy gandalf in religion and the.... yeah you get the picture. Magic in 3.5e is everywhere like paedobear.

To cast spells you first need to know the spell (if it is an arcane spell) which makes sense - you can't differentiate and integral if you don't haz mathz. Divine spell casters have it easy though, their god/diety/imaginary friend lets them cast any spell if they have enough levels and if they ask really nicely in the morning.

Casting the spell takes "lots" of effort (seriously, magic users in D&D are physically weak) so they can only cast a certain number of spells from a certain casting difficulty per day.

Magic in 4e

In 4E, familiar spells from prior editions still exist, though many of them have disappeared, and many spells that have the same names as in 3.5 function in a much weaker manner, such as fireballs that cannot kill even a low level monster, or 'disintegrates' that do little more damage than a skin rash, 'teleports' that barely cover the distance of a room. All in all, the spell selection is significantly smaller in 4E, with many spells removed, particularly ones that would require effort of a human GM to adjudicate. Indeed, in 4E, spells are less intricate and specific, and more straight-forward.

Another notable point in 4E magic is the fact that classes don't generally share spell lists anymore, and that all classes are comprised of abilities that are basically spells. For example, the Wizard and Sorcerer have wholly different selections of spells and class features, and generally have a list of spells only slightly different in effect than the fighter's spells, or the rogue's. Spells in 4E are classified with powers, meaning a spellcaster is going to generally have about as many spells as a Fighter has special attacks, stances, and disciplines. They're also functionally similar, differing only in affect, but not in the usage of attack rolls to resolve the success of the spell. This has led to the prevalent criticism that "all classes in 4E are spellcasters."

There are also rituals, which are questionable magic effects that take a while to occur, and cost sometimes far more money than a reasonable player would be willing to spend (such as a fairly expensive ritual that would allow you to listen behind a door 20' away). They generally have out of-combat purposes, unlike most of the typical spells like those mentioned above, which are exclusively for combat.

Magic The Warp in Dark Heresy

Unlike in 3.5e, where everything's colourful and cheery, trying to use ethereal powers in the 40,000 universe could get your "beautiful snowflake" soul stolen by nasty deamons you will then rape the shit out of your body and then defecate your eyeballs.

On the plus side, Psykers (as magic users are called) know very few powers (two at the start) in the game but can cast them whenever they want as long as they don't fail the casting roll.