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Magic is a Science In Rhy'Din

Magic Is A Science. Like the higher-level mathematics of our modern world, magic is an

extremely esoteric science that requires natural ability and discipline to learn and use.

Nonetheless, magic functions according to a set of knowable laws predicting its behavior

absolutely. It is not necessarily the case in a given scenario that all of these laws have

been discovered, however, since the discipline of magic is quite complex. The existence of

a logical foundation to magic means that some powers, once learned, are simply and easily

performed. The most complex effects, on the other hand, can only be reproduced by the finest

minds. Research and experimentation tends to be more theoretical than practical. It is

common for world with a scientific style of magic to harbor schools or academies that

formally instruct students of magery. Most worlds with scientific magic have an even blend

of mages and specialists. Metamagicians though are more common in this type of world than

in "chaos" or "art" worlds. Academicians are found quite frequently in this class of world,

since their style of research lends itself to the scientific method. A peculiarity of this

world-view is that the quantity is necessarily increased over time. Since magic is just

a sub-field of a larger scientific discipline, knowledge of dweomercraeft will tend to

build up as researchers enlarge the field. This means that barring extraordinary

circumstances, the number of wizards will tend to increase(and probably at an increasing

rate). It is entirely possible that a campaign world with scientific magic could

experience a "magical revolution" that parallels our real world's industrial revolution as

spell use spirals upwards.

 

Science/Abundant: Magic and wizards behave much like physics and engineers do in our real

world. A huge amount of magical knowledge exists, many different schools and kits are

represented, and large colleges and universities teach magic to eager students. Wizards in

the economic sphere produce consumer goods and powerful weapons, often pushing the mundane

craftsmen totally out of business. POlitical power is wielded solely by wizards; the armies

are composed of summoned beings or magically-assisted warriors with wizards as artillery.

In such a campaign, non-wizards often can play little but a supporting role.

 

Science/Normal: Wizards and magical items occur with the same frequencey as in the AD&D norm,

but only because of a lack of extant information. Because magic is just a scientific

discipline, the slow pressure of inventive wizards will eventually push back the frontiers

so that anything will be possible using magic. A better world in which absolute knowledge

is available is just generations away.

 

Science/Little: Either because it was lost or hidden, magical knowledge is difficult to come

by. Wizards must be incredibly talented, so a great many fail to pass from apprentice to

master. A few rare colleges of magic probably exist in out-of-the-way locales, but wizards

are difficult to find away from them. Magic is well-regarded by the common people, but still

held in awe.