| Post/Author/DateTime | Post |
|---|---|
| Evilmonster05-04-07, 12:13 AM | Just looking for some theories about how you think magic works in Eberron, just fluff stuff. |
| Hideous Phidias05-04-07, 01:23 AM | A wizard did it. |
| Thrincold05-04-07, 08:57 AM | Well you see, magic is this tapestry that encompasses the planet, a weave if you will. It is actually the embodiment of an all powerful goddess of magic. Oh wait never mind, magic in Eberron works because the true overlords of creation, Gnomes, say it can, until such time as they feel the lesser races are no longer worthy of its power. Seriously, I've given that very little thought. I just say it works because the entire planet is the embodiment of the three progenitor dragons, and their essence, combined with the influence of the planes, allows such things to happen. |
| Nundahl05-04-07, 10:38 AM | To take the more serious side of Thrincold, I agree. Magic in Eberron exists because everything is suffused with it. When the Three Great Progenitor Dragons died, or in the case of Khyber, were trapped, their bodies radiated magical energy through existence. A sort of magical bleeding into the universe ... one fellow poster said it far better than I when he suggested, that the same way humans and other mortal beings give off heat from our bodies, so too do the progenitor wyrms give off magic. Magic is in everything because everything was created from this natural magic of the dragons. Of course, magic can't be scientifically explained, how can you explain where these great dragons came from, where their powers came from ... you can't. Don't look into the science of the thing, look into the concept, its much more laid back and much more fun! |
| naturax05-04-07, 10:56 AM | I really like the idea that arcane magic is tied to the planes circling Eberron, and since I never really liked the moons I actually say that in my campaign the moons ARE the planes and vice versa. Thus knowledge [arcana] and knowledge [the planes] is exactly the same skill. Manifest zones are where the energies from the planes overlap with Eberron, and similarly arcane magic comes from the words and components that are "linked" to those planes... so casting a fireball is kinda like opening a tiny portal to Fernia and causing it to influence Eberron a bit. I like divine magic being driven by faith, like in Planescape: Torment. You can *will* things into happening because you believe in your cause so strongly and because magic is such part of the realm that it bends to your conviction. I think of artificers more of gadgeteers - they can build trinkets that duplicate spell effects, but essentially being mechanical in nature at their core. I hate psionics in D&D and just make all the Dreaming Dark in my game sorcerers with lots of enchantment and transmutation spells. The fluff is that they get their power from tapping into the Plane of Dreams. |
| hiryuu05-04-07, 05:01 PM | Okay. Bear with me. Whenever anyone makes a magic item or casts a way powerful spell, it consumes XP (or, perhaps "memories"). Other spells don't, but the energy comes from someplace, somewhere there's an excessive amount of energy, but everything used as a spell component is a piece of something. Let's say that each component is like a little portal key, opening a gate someplace. In Dolurrh, souls gradually lose their memories and fade away. What if, every time you're casting a spell or using a craft reserve bit, you're sapping away the XP, one point at a time, from the souls trapped in Dolurrh, until no memories are left and they fade from existence? |
| Ricohard_Draconis05-05-07, 05:41 PM | magic is generated from all things. Just like heat or gravitational pull. |