Difference between revisions of "Magic"

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Magic is defined as the manipulation of people and environments through supernatural or occult means.  In Elysium '''magic''' is the collective term for spells and magic items, their game effects and limitations, and the rules governing their use.
 
Magic is defined as the manipulation of people and environments through supernatural or occult means.  In Elysium '''magic''' is the collective term for spells and magic items, their game effects and limitations, and the rules governing their use.
  
==Who Can Use Magic?==
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So who can use magic? Those who cast magic spells are known by many names--wizards, witches, magic-users, magicians, sorcerers, warlocks, and shamen.  In this game, they are called '''Mages.'''   
Those who cast magic spells are known by many names--wizards, witches, magic-users, magicians, sorcerers, warlocks, and shamen.  In this game, they are called '''Mages.'''   
 
  
 
Some examples of famous mages in history or fiction are Merlin, the Weird Sisters, Doctor Faustus, Prospero, Odin, Baba Yaga, Marie Laveau, Circe, the Wicked Witch, and Fairy Godmothers.
 
Some examples of famous mages in history or fiction are Merlin, the Weird Sisters, Doctor Faustus, Prospero, Odin, Baba Yaga, Marie Laveau, Circe, the Wicked Witch, and Fairy Godmothers.
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==What about Magic Swords?==
 
==What about Magic Swords?==
Magic can be found in many forms. In addition to casting magic spells, characters could wield magic weapons, armor, or other enchanted objects that have unique properties or abilities. In the Elysium game, it is assumed by default that anyone can use magic items (like an enchanted sword, a talking mirror, or a shield that shoots lightning), since the magic is inherent to that item.  However, a creative GM may decide that magic items become inert in the hands of a non-mage (the flaming, enchanted sword becomes a normal sword), or that non-mages cannot use the item at all--it jumps out of one's hand, seems stuck in place, or burns the hand of the would-be wielder.  
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Magic can be found in many forms. In addition to casting magic spells, characters can wield magic weapons, armor, or other enchanted objects that have unique properties or abilities. In the Elysium game, it is assumed by default that anyone can use magic items like an enchanted sword, a talking mirror, or a shield that shoots lightning, since the magic is inherent to that item.  However, a creative GM may decide that magic items become inert in the hands of a non-mage (the flaming, enchanted sword becomes a normal sword), or that non-mages cannot use the item at all--it jumps out of one's hand, seems stuck in place, or burns the hand of the would-be wielder.  
  
 
==How Can I Use Magic In My Game?==
 
==How Can I Use Magic In My Game?==

Revision as of 23:51, 10 July 2011

What is Magic?

Magic is defined as the manipulation of people and environments through supernatural or occult means. In Elysium magic is the collective term for spells and magic items, their game effects and limitations, and the rules governing their use.

So who can use magic? Those who cast magic spells are known by many names--wizards, witches, magic-users, magicians, sorcerers, warlocks, and shamen. In this game, they are called Mages.

Some examples of famous mages in history or fiction are Merlin, the Weird Sisters, Doctor Faustus, Prospero, Odin, Baba Yaga, Marie Laveau, Circe, the Wicked Witch, and Fairy Godmothers.

The use of magic is not limited to the stereotypical old, long-bearded man in pointed hat, nor is it restricted to the particularly sagacious. It could be commanded just as easily by an oafish swordsman, a canny diplomat, or a slippery thief.

What about Magic Swords?

Magic can be found in many forms. In addition to casting magic spells, characters can wield magic weapons, armor, or other enchanted objects that have unique properties or abilities. In the Elysium game, it is assumed by default that anyone can use magic items like an enchanted sword, a talking mirror, or a shield that shoots lightning, since the magic is inherent to that item. However, a creative GM may decide that magic items become inert in the hands of a non-mage (the flaming, enchanted sword becomes a normal sword), or that non-mages cannot use the item at all--it jumps out of one's hand, seems stuck in place, or burns the hand of the would-be wielder.

How Can I Use Magic In My Game?

Like the preceding example about magic items, it is up to the Gamemaster to decide how to govern the use of magic spells and items in game. One GM might decide on a world where everyone can use at least a little magic, while another GM could create a world where magic hasn't existed for years or never did.

Below are some examples of how magic could be perceived in a world where it is present:

  • Magic is to be hated and feared. It is unpredictable and too powerful, so mages are untrusted, attacked, or alienated. This viewpoint is usually held by those who don't understand magic or have suffered at the hands of a cruel mage.
  • Magic is a property of the natural world just like the weather and gravity. It may or may not be helpful in any way. Those who wield magic are no different from a skilled artisan or scientist. This viewpoint is usually held by those for whom magic is a normal, but uncommon part of daily life.
  • Magic is a necessity and completely indispensable. It is an inexorable force of the world. Magic is life. This viewpoint is usually held by those who continuously rely on magic and its effects.

Similarly, views on the cause of magic ability also vary:

  • Through rigorous and extensive study, a mastery of magic is possible. Anyone can learn how to use magic provided one has the time, chance, and desire.
  • Magical ability is scientifically proven to be the result of mutation. Those who find themselves able to use magic are affected randomly or chaotically.
  • Innate ability to wield magic is passed down through bloodlines. Either one is born with the talent for magic, or one is not.
  • Magic is the gift of the gods, and bestowed upon worthy heroes or faithful adherents. It is a divine boon and cannot be comprehended by mere mortals.
  • Certain items bestow upon their carriers the talent for magic. If deprived of these wondrous relics, the ability to cast spells is lost.

Furthermore, views on magic can be divided across gender, age, race, religion, geographical location, philosophy, time, and so on.