Your favourite kind of magic?

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Cerebrawl

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Plasmadamage said:
Cerebrawl said:
Plasmadamage said:
There is a depressing lack of Warrens being mentioned here! Omtose Phellack (ice, stability, stagnation and stasis) and High Rashan (Darkness)are my faves, although I am partial to Telas as well.

(Anyone assuming that i've just gone mad, you need to read the Malazan Book of the Fallen. Assuming that you've got a spare year to dedicate to comprehending it, of course)
Denaeth Rusen, elder warren of the sea...
Mockra, warren of mind is also badass, and sentient!
Not sure I'd trust a warren that could think for itself. I'd end up too paranoid to use it. At least with Phellack I can find a nice isolated continent, throw up a few glaciers to keep out the riff-raff, enslave the local humans and settle into my quiet life as a Jaghut tyrant.
But then you have to worry about being waged a genocidal war on by some race of fire magic users who'll even go to the exteme of becoming undead just to wipe you out.

But seriously, Ruse has some of the coolest spells in the books, and Denaeth Rusen is the elder warren it's based on, so...
 

rednose1

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Mental magic would be my cup of tea. The power to completely control/mess with someone's head is just too cool.
"Hey cool, you can conjure up legions of undead/fire beasts/meteorites/tax forms. You know think you're a kitty cat. Enjoy."
 

LadyLightning

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I'd think it would be obvious by my screen name here, but I love lightning magic. I love the idea of conducting an electricity spell through a sword, throwing lightning bolts, or even transforming into lightning for near-instantaneous travel. And let's not forget that anyone brandishing a metal weapon at me or being silly enough to wear metal armor is just sticking out like a walking lightning rod.

The screen name Lady Lightning is actually the stage name that my favourite D&D character, Mareth, was given when fighting in a gladiatorial arena. She's a spellsword-type character (Duskblade in 3.5e, Magus in Pathfinder), who supplemented an evasive, Dexterity-based swordsmanship style with lightning spells and mobility-enhancing magic.



Another favourite of mine is teleportation magic. Long-range, short-range, rapid with attacks in between blinks, even interplanetary teleportation and planeshifting between dimensions. Love it. Be anywhere you want to be, when you want to be there. In one campaign, my DM even let us research and create out own spells, and I decided to make a Portal spell which preserved momentum and worked in every way like the Aperture Science Handheld Portal Device.



And Force magic, that is, the ability to create walls, objects and attack spells out of invisible forcefields. It's really fun watching a gang of nasty bandits reduced to a troupe of silly mimes trying to find their way out of the force box :>
 

Izanagi009_v1legacy

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Trollhoffer said:
To look at a few key points:

Izanagi009 said:
Hindi, Shinto, Russian Orthodox, Catholic, Norse. These are all clear classifications in magic but they are still based on interpretation and meanings.
Christianity doesn't consider its kind of divine intervention to be "magic", but an extension of the divine creation. And certainly it's a religion that makes an argument that the natural resources of our planet are sufficient to see to human needs, as the planet is inherently divine. I'm not a Christian, mind, but I was raised as one, and it's a religion (or set of religions) that perceives magic differently to most others.

Most religions will see magic differently, but none will really "classify" them. To each of those religions, magic is a singular concept. After all, most of those religions were created in exclusion from the others, and each carries the cultural perceptions of magic from their time and place. They were never meant to reconcile with one-another and, until recently, they haven't needed to.

Izanagi009 said:
Anything can be classified, even magic. the only thing that changes in the classification parameter
And that's the thing. You (and many others) are trying very hard to apply the scientific method to magic. You can apply the scientific method to beliefs concerning magic, but magic itself is too deeply rooted in subjective meanings for it to ever actually be measurable -- even in a fantasy context. When a fantasy setting takes objective observation and applies it to magic, that magic ceases to be magic and becomes a form of science that applies to the altered rules of the setting.

Your example of destroying the effigy of a fertility deity is flawed, for instance, because it requires there to be a fertility deity to rebel against. But a rose, in Western culture, is an incredibly potent symbol of fertility in and of itself. The symbol has broader application and doesn't require additional rules or parameters to be in place -- just that people consider this object to symbolise fertility. And there's nothing inherent in the meaning of an effigy that implies destroying it would have a broad effect. So your example requires a specific conceptualisation of magic and a specific belief concerning the makings of effigies... but a rose has long been a universal symbol in Western culture and has become a universal symbol around the world. That's the difference, and why I used that example in the first place. It's easy to understand and to identify the meaning of.

Do you see where I'm going with this? That's a sincere question, because I may have become unclear when talking about this. It can be difficult subject to discuss clearly. But look at it this way: in order to support your views of magic (which is essentially "magic can be formalised"), you imposed additional rules upon the example. That ought to speak for itself. That is, you formalised the example to support your position that magic can be formalised. That's the application of a contemporary point of view in order to reconcile contemporary thought with a very non-contemporary concept.

Also, I hope I'm not being insulting or condescending towards anyone with my posts. That's not my intent -- I just want to explain a point of view that has less to do with gamer psyche and more to do with broader human behaviour. I realise that I get somewhat wordy in the process, though.
So the issue may actually come down to personal definitions. Your definition seems to be "abilities and powers dealing with the subjective interpretation of the world" while mine seems to be "abilities and powers dealing with energy and effect not contextualized by normal science" If this is the case, then i can see why we disagree on the subject of whether magic can be formalized. (It may also be that my view on magic is influenced by anime like Toaru Majutsu no Index which attempts to contextualize the magic in detail such as the ritual, original, and the like)
 

Mikeyfell

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I've always been partial to the idea of Ice magic.
It just seems the most versatile to me.
You can slick to floor with a fresh coat of ice or make an ice-shield or fling icicles at your enemies.
In a survival situation you can make an ice block and drink it after it melts. (Depending on the "rules of magic" we're working with)
You'd probably never have to worry about cold temperatures

But despite having a bunch of actual reasons ice magic is cool (he he) I'd probably choose Earth Bending because...


you get the idea
 

MiskWisk

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Sealing and binding. I tend to love variations of these since in a lot of stories it is both complicated and mostly theoretical. Plus, if you get good, you can trap people in a fate worse than death in a lot of situations. Not to mention, when there are demons and elementals, it is also incredibly practical.
 

Alcamonic

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I personally like frost magic the most, second would be nature (if it is the support and disease kind of nature).
 

otakon17

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Transfiguration. Seriously, making one thing into another and back again is practical as all hell. Not only that but I could finally lose some weight.
 

Weaver

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Going "traditional" I like lightning magic.
Going off the rails, sexual magic would be great.
 

game-lover

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Shit, I don't know. They're all awesome!!

Um... well, when I really think about it, I always sort of aim to certain ones first.

Those would be... Wind magic or Nature magic--as opposed the Earth Magic. Where I talk to animals and manipulate plants and scary flowers and uproot trees to be my huge soldiers. Lightning too.

But I have no real preference. I'll use most any.
 

Plasmadamage

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Cerebrawl said:
Plasmadamage said:
Cerebrawl said:
Plasmadamage said:
There is a depressing lack of Warrens being mentioned here! Omtose Phellack (ice, stability, stagnation and stasis) and High Rashan (Darkness)are my faves, although I am partial to Telas as well.

(Anyone assuming that i've just gone mad, you need to read the Malazan Book of the Fallen. Assuming that you've got a spare year to dedicate to comprehending it, of course)
Denaeth Rusen, elder warren of the sea...
Mockra, warren of mind is also badass, and sentient!
Not sure I'd trust a warren that could think for itself. I'd end up too paranoid to use it. At least with Phellack I can find a nice isolated continent, throw up a few glaciers to keep out the riff-raff, enslave the local humans and settle into my quiet life as a Jaghut tyrant.
But then you have to worry about being waged a genocidal war on by some race of fire magic users who'll even go to the exteme of becoming undead just to wipe you out.

But seriously, Ruse has some of the coolest spells in the books, and Denaeth Rusen is the elder warren it's based on, so...
Yeah, but Omtose Phellack's benefit has always been it's scale. A single Jaghut can easily rule an entire landmass with minimal effort; I mean look at Raest. The Imass legitimately thought that he was god for thousands of years (actually, I think that he spent most of that time thinking that he was god too)

Also,it took the entire Imass race and the first (and only) Jaghut army to dethrone Raest, and they still couldn't kill him. I always interpreted it that the Imass were effective at killing the Jaghut because they specifically didn't want to fight. The Jaghut were only interested in escape, not combat. I always thought that if they had stood their ground, they could have obliterated the Imass.
 

Riddle78

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Telekinesis. The magic of motion. With it,I can emulate many other schools of magic,depending on just how controlled it is. Need something frozen? Hold the atoms in place. Need something lit up? Accelerate them,instead. Need to get someplace in a hurry? Fling yourself. Need to erase a town? Tear a few atoms in half.

The possibilities are damn near limitless.
 

Sofus

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I will have to say that DnD magic (specifically wild magic) is my favourite kind. Not wanting to use spells unless it's absolutely necessary is exactly what a wizard should be like.
 

Trollhoffer

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Izanagi009 said:
So the issue may actually come down to personal definitions. Your definition seems to be "abilities and powers dealing with the subjective interpretation of the world" while mine seems to be "abilities and powers dealing with energy and effect not contextualized by normal science" If this is the case, then i can see why we disagree on the subject of whether magic can be formalized. (It may also be that my view on magic is influenced by anime like Toaru Majutsu no Index which attempts to contextualize the magic in detail such as the ritual, original, and the like)
What I'm getting at here is that contextualising magic through completely consistent systems is a thought process created in an enlightenment-era world where sincere belief in magic had mostly passed out of academic consideration. In context of societies that actually believe in magic, it has very little formalisation. And I think one of the biggest issues concerning magic in video games (particularly) is that most of them adhere to a rigid, post-enlightenment stance that reflects contemporary scientific thought, not historical "magical" thought.

Or, to clarify further, most video games are thinking with science when they try to do magic -- they're not actually thinking with magic. That opens this discussion up to how difficult it is to create a system that doesn't feel like a system in games, but I think you get the point. Magic, as it "existed", wasn't bound by consistency or method, but by interpreted meaning. Most contemporary minds can't comprehend that style of thinking, so magic systems (primarily in games, but sometimes in other mediums) become rigidly bound by rules that make sense to us, but would make no sense to the likes of Richard the Lionheart, or Miyamoto Musashi, or other historical figures.
 

Nosferatu2

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Five Magics.


On a more serious note I'v always liked "It's not really magic." I'm a skeptic by nature and I love seeing BS get debunked.
 

Trollhoffer

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I think this Escapist article is worth a read. [http://www.escapistmagazine.com/articles/view/columns/criticalintel/10302-I-Hate-Magic] It very neatly and intelligently summarises what I've been trying to say throughout my last few posts.
 

Cerebrawl

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Trollhoffer said:
I think this Escapist article is worth a read. [http://www.escapistmagazine.com/articles/view/columns/criticalintel/10302-I-Hate-Magic] It very neatly and intelligently summarises what I've been trying to say throughout my last few posts.
Yup, good article. Though it's more of a "I hate lazy developers doing generic magic in video games" sort of thing, though pen and paper RPGs can fall into this trap as well(D&D does it somewhat for example), while others instead excell at it(Mage: The Ascension, Ars Magica, Drakar&Demoner: Trudvang(swedish), etc). Heck I distinctly remember playing a gem mage in Rolemaster(aka Rollmaster or Rulemaster, so many tables!) many years ago and managed to get myself knocked unconscious and taken prisoner... all my gems taken away... spent days sifting sand looking for pebbles of minerals I could use to channel my power to escape.
 

Rblade

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summoning always interested me as a specialisation. Just conjuring an army of creatures to do your bidding