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Anonymous

This is a systematized way to describe a particular magical physicks in a particular game world. I like it; it's well thought-out and provides some nice color for the background. However, since it is a systematized description of the physics of the world, this is an example of magic-as-technology. That is, there is nothing mysterious about the way magic functions in this world, it is merely an alternate form of technology that certain persons can tap into. I think all RPG systems suffer from this to some degree or another. Magic is part of the rules system, and so it has been systematized and turned into another part of the game world. There can't be any mystery to it because it's been incorporated into the way the world works, and it's described to the players by rules.

Anonymous

I might be wrong, but I'm reading this as a lore-friendly explanation for the changes in spellcasting over D&Ds history. This is taking the Forgotten Realms Weave babble and turning into a somewhat more coherent metaphysics babble. I like it not only from a lore perspective, but also if any of my players ask "how come this spell can be cast infinitely but this spell is once a day?" I can more definitely give an answer, even if it still just boils down to "that's just how it works".

justinalexander

Interesting. I'd argue that this lore actually disrupts that expectation by explicitly laying out that the game mechanics are only an abstract approximation of an arcane theory which is incomplete. Yes, any system where a wizard can reliably cast the same spells inherently exists within a metaphysic in which magic has the replicability of technology. OTOH, when you have gods carving scars on your soul so that you can bend reality to your will... well, at the very least that's a WEIRD technology.