Your favourite kind of magic?

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Guffe

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If I game, then healing magic is the one I go for if I can't use a character with physical damage as a main weapon.

For more offensive magic I think I have to go with something more Druidlike, transformations and runes and stuff...
 

DANEgerous

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Potion making form of alchemy. It is SUPER CHEMISTRY! With enough talent you can do anything with no talent well you just exploded yourself. GG bro.
 

Autumnflame

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I like when magic is done though force of will and not complicated spells.

like The will and the word for the belgarid. certain characters from magician.

The idea of replying on will rather than just words is appealing to me
 

Baron von Blitztank

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The flashy, 'Blow up in someone's face and giggle maniacally as their eyeballs melt down their shirt' type.
If it's pretty, explosive and kills a lot of people, I'm all over it!
 

Plasmadamage

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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)
 

sanquin

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Necromancy. Summoning minions to fight for you while casting life-draining or necrotic spells from the back, and turning any enemy that has fallen to fight his own allies. <3 Especially since said minions can even become something like giants or dragons if you get strong enough. (and depending on the world you're in. Not all worlds have said creatures.)
 

snappydog

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I really like the magic systems in Brandon Sanderson's work because they're so fleshed out and sort of mathematically/ scientifically derived. Think how FMA applied the equivalent exchange principle and then extrapolate: the entire universe within Sanderson's books operates completely consistently with its magic systems to ridiculously detailed levels.
As for what the magic actually does, my favourite one within his work is Allomancy as seen in the Mistborn trilogy (and Alloy of Law etc): ingesting certain metals lets you 'burn' them for a specific effect, each of which is clearly defined and pretty rigidly adhered to. For example, steel lets you push metal in the area away from you; iron lets you pull metals towards you; tin gives you boosted senses... the different effects are all laid out pretty darn scientifically in places too.
I just like how attentive to detail Sanderson is: everything about how each world in his books works is entirely consistent with its own internal laws, and really thinks about exactly what effect the existence of each type of magic would have.
 

Auron225

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Time-manipulation is always fun :D Anyone who masters it would be just about invincible. Teleportation as well can be great. Not just for convenience but in a fight as well - master teleportation and nobody would be able to hit you with anything.

I always thought barriers/shields should get more attention - you could have a lotta fun with those! Not in an everyday life sense but a combat one.
 

Agent Monocle

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Necromancy for two reasons: Eternal life of a Lich/mock the living and making the undead do menial work for me forever (Because you know... Screw doing laundry and washing dishes).
 

Cerebrawl

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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!
 

Izanagi009_v1legacy

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Trollhoffer said:
GabeZhul said:
I personally prefer "scientific" magic, aka. magic that doesn't just work because "a wizard did it" but through actually explained, detailed metaphysics that tweak the actual physical world instead of creating matter out of thin air.
This summarises exactly how far this thread goes in missing the point.

When you can break magic down into clear types, with absolute and consistent results according to methodology, it ceases to be magic. We live in a world where, religious or not, we put great faith in the scientific method. We grow up believing that in correctly controlled conditions, the application of a method with the right components will produce a predictable result.

This contrasts excruciatingly with actual folk and religious beliefs concerning magic, where magic isn't based on a correct method, but a correct meaning. Unlike D&D, video games and whatnot, these beliefs don't allow you to sink a universal magical resource and a correct method into a fantasy reconstruction of science. What's nearly universally important is the symbolism in one's actions. For instance, say that you have a vendetta against someone, and you want to hurt them in a way that doesn't involve violence or other literally injurious methods. What you might do is take a wilted rose and leave it under their bed, rendering them infertile after they sleep on it.

That method makes absolutely no objective sense, but it makes a lot of "gut sense". Roses symbolise fertility, and a wilted rose is a potent symbol of decay. A bed is a place of rest, primarily, but also carries sexual connotations. Historically speaking, many children will have been conceived and delivered upon the same bed, so all these elements relate to one another and relate to the intent of the person laying the curse. The belief that the symbolism in one's actions will produce a practical result is the essence of magic, and it's a primary element that separates the likes of Middle Earth and the Earthsea chronicles from much of contemporary fantasy.

What makes more traditional magic so good is that, because it's based on the meanings behind actions, it's inherently a potent storytelling tool rather than a mechanical tool. In a video game, casting a fireball spell to destroy an enemy is close to meaningless, but magic isn't used that way in more developed stories. There are even mechanical systems that aim to make magic feel much more magical by imposing risk; Warhammer Fantasy has a system where you can miscast and have your spellcaster sucked into the aether, attract the attention of demons, straight up explode and more.

In essence, magic is about filling the holes left by ignorance with meanings we construct. When everything can be plotted out and neatly arranged, there's no lack of knowledge to fill, no unpredictability and, most importantly, no meaning to actually express. Magic is most certainly not about raining fire upon one's enemies, summoning the dead, creating matter out of nothing or anything of the sort. Those are just superficial acts of spectacle, not the actual stuff of magic.
While there may not be such a thing as a correct method, there are things as more powerful. Using your example, a wilted rose may cause infertility but a simpler method might be marking an area as a domain of a fertility idol and shattering the idol itself; all in the domain are rendered infertile. magic may be flexible in methods but eventually people would find stronger and stronger methods until they are the only ones sued and are codified.

Also, the use of other cultures and traditions can provide backing. Toaru majutsu no index is an example: all the magic in there are based on a tale or part of a religion: coin bags turned into flying orbs under enchantment from Saint Michel, a carriage wheel exploding and reassembling similar to the myth of Saint Catherine. The base principle, Idol Theory [http://toarumajutsunoindex.wikia.com/wiki/Idol_Theory] is that a replica of an original magical item such as Gungnir receives a portion of its power. However, this can still lead to a classification of magic with clear types and methodology: Hindi, Shinto, Russian Orthodox, Catholic, Norse. These are all clear classifications in magic but they are still based on interpretation and meanings.

Anything can be classified, even magic. the only thing that changes in the classification parameter
 

Coppernerves

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I have an idea of what magic appeals to me, but I'm not sure what to call it.

Flesh Magic maybe?
I'd like to be able to reshape, strengthen, repair, and sense things about my body.
Flesh magic might concern other peoples' bodies, but I imagine I'd require trust and consent to get past their auras.

For illustration, I'm combing TVtropes "Stock Superpowers" for things it could include.
Combat tentacles
Extreme Omnivore (type 1)
Touch(and Kiss) of Death (through Poisonous Person)

Master of Your Domain, including:
The Ageless, Healing Factor, Feel No Pain, Super Senses, Super Strength.

Lovecraftian Superpowers, such as:
Spider Limbs, Combat Tentacles, Bloody Murder (All except Blood Boost and Boiling Blood)

Shapeshifting, (including partial) as long as I stick to animal materials.
Prehensile Hair
Multi-purpose Tongues
Seeing Through Anothers' Eyes (if their aura allows)
Spike Shooter (through Ballistic Bone)
The Most Common Superpower
 

Psycomantis777

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Apr 24, 2012
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I certainly think Cryomancy is underrated and pyromancy is quite overrated...
I also like mind control stuff, that's always fun.
Shapeshifting would be a laugh I guess...
 

Plasmadamage

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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.
 

Drakmorg

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Aug 15, 2008
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Druid Magic.
Because your Plan B will always be "Turn into a dinosaur and summon more dinosaurs!". And when that is your Plan B, imagine how amazing your Plan A must be.
 

Deathmageddon

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Nov 1, 2011
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That's funny, I was recently trying to decide if I'd rather use fire, lightning, wind or some combination thereof and settled on being the Qwaser of Oxygen. Asphyxiate, burn, rust, and so much more all with one element! Plus the... other benefits... if you know what I mean.

In case you have no idea what I'm talking about: http://myanimelist.net/anime/6500/Seikon_no_Qwaser
 

Viirin

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Jul 30, 2011
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I don't even remember what TV show or movie it was in, but I'd say technomage. Able to use the powers of machines as spell effects. Like, a mulcher is obvious, as is a fire extinguisher, the concept of transit from a vehicle, etc.
Also it doesn't matter if you're off the planet the tech is on, because a space station (as example) you might be on can communicate with the ground. That means your powers can too. Also, it doesn't matter if the tech doesn't work; you can repair and activate it anyway. Or not activate it, and just add the spell effect to your personal repertoire.
 

Trollhoffer

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Jan 2, 2013
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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.
 

PFCboom

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Sep 20, 2012
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Ah, the classifications of magic. Which school of thought should I use? Final Fantasy, with its use of white, black, blue, red and green? The Elder Scrolls, with their 6 schools of magicka? Or maybe something a little simpler, like imposing the primal elements of chaos and order. Chrono Cross has all naturally occurring elements, including light and dark, and, for that matter, so did Legend of Dragoon.

But, I think I'll have to go with a school of thought that is, well, like magic, but not exactly. The Will and the Word, from David Eddings Belgariad series. What a beautiful thing, so elegant in its simplicity! Form the thought, summon the Will to make it happen, and speak the Word to make it happen. Anything from stopping an ocean simply by commanding it to halt(admittedly, that had to be done by a god) to commanding that a door be made manifest by commanding "Door." Seriously. That's the word used. Trust me, it's hilarious in context.