Magic with too many rules can stop being magical; magic without enough rules on can start being pure deus ex machina. Do you think of Forgotten Realms magic more as a tool, where it's interesting to compare and contrast detailed magical strategies, or as a mystical communication with a supernatural force, where detail of spellcasting is left out in favour of description of emotion and effect? What techniques do you use in your writing around magic? Do spell names strip away the mystique, or are they likely to be used by experts? How strictly do you apply the rules? What's the difference between divine and arcane magic?
With the strict Vancian magic rules of x-spells-per-day and scroll-learning and opposition-schools I think D&D in general makes it very easy to fall into writing magic in a way that can get boring in a story, because after all it's magic designed for a gaming system rather than magic designed for a novel. But exploitations and strategy of magic with rules can be interesting in their own right--like, say, the webcomic Erfworld on the limits of rules and innovative combinations. Physics really is just as hot as eldritch communion with etheric mysteries from beyond! Something of the mystical and sheer joy of practicing something like magic can be a lot of fun to read, perhaps especially with those writers using sorcerer characters or divine spellcasters. There's also the character in question: Aerie combines her arcane magic with divine, Edwin tends to come across as regimented and power-seeking more than interested in magic for its own sake, Xzar's world is probably a brightly coloured and very disturbing place, Anomen and Jaheira believe strongly in their respective deities...
Also, the unknown: since ghosts don't exist there are some truly creepy ghost/supernatural stories because ghosts are an inexplicable phenomenon to a story taking place on Earth. Finding the unknown and inexplicable and having that moment of frantically trying and failing to justify it by science is a great way to get horror, like the manga story The Enigma of Amigara Fault. But in the Realms, everyone 'knows' that a ghost is a spiritual imprint of some dearly departed floating around with some sort of definable goal, and to banish them call 1800-CLERIC or NECROMANCERS-R-US, and many also already 'know' that there's a multiverse out there with all sorts of weird creatures of undying death and too many tentacles. So what do you do about adding mystery?
How much fun do you have writing about magic and spellcasters?
Edited by Blue-Inked_Frost, 07 August 2011 - 04:56 PM.