What defines arcane magic, Veeky Forums?

What defines arcane magic, Veeky Forums?

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The author.

Magic is a bit of a misnomer. Any spellcraft that follows the hundred laws of universal reality is more of a science.

Quantifiability. Arcane magic, more than any other, can be broken down into constituent parts the same way a chemical formula can be broken down into the constituent atoms.

fpbp

In early editions of D&D, most casters either used spells from the magic-user list or the cleric list, which had their own rules and restrictions. The terms arcane and divine magic were invented in later editions to continue these rules when most classes started having their own unique lists, mainly to delineate which casters could or couldn't use armor. Those restrictions have since been dropped so the terms are now pretty much pointless. They were doubly pointless in the fluff where they covered so many different types of magic as to become incoherent.

Outside D&D, "arcane" just means "mysterious". Since magic is usually pretty mysterious anyway it's a bit redundant.

What would that entail? Component parts? Like ingredients? Or the ability to weave energies?

Bump.

Nothing. Ex post facto drivel, at most. WotC wrecked all havoc on the class count and the particularly egregious sorcerer didn't get it's own spell list. That's the complete story.

Arcane magic is neutral
Divine is aligned
Arcane is learned
Divine is earned

Warlocks both are granted power by a powerful entity and must follow an alignment.

your response?

>In early editions of D&D,
the casters were just Magic-Users and Clerics. In the even earlier, only Magic-Users used magic.
If you want to go a bit forward, Magic-Users, Clerics, Druids, Illusionists, Pyrologists, and Dwarf Craftsmen had their own lists, and I think Alchemists and Hobbit Druids had their own lists too.
Plus all the stuff in 'zine that Gygax had no hand in. Lots of classes with completely new spell lists there. And some published third party stuff, like Warlock's Thief (which was an MU with a different spell list).

Warlocks are fags.

Silly user, warlocks are just edgy clerics

But how/why does that not make it magic?

So why isn't Blackguard considered an Arcane class?

Why the fuck did they go spell crazy in 3.5? Almost every fucking class can cast now, and not just that, they have basically the same fighting capacity as the classes that can't.

It was an easy way to sell more content.

Arcane magic is generally aesthetically inspired by alchemy and hermeticism while divine magic is generally aesthetically inspired by theurgy or animism.

World with magic are designed, and the lead programmer left the console unlocked.
So arcane magic practitioners experiment and try to find what the console commands are, so they can call functions and tools that were used by the lead programmer when creating the world.

Arcane magic = using the tools the creator used while crafting our reality.

Sorta related. What's a good "cost" to magics that aren't mana or some sort of life energy? Looking to break the mold

Rare materials, one easy example could be a mineral with untold internal energies that a spellcrafter just unlocks.
Kind of a twist on the mana by externalizing it to a difficult to come by material.

It's a secret.

Ingesting quicksilver-laced concoctions.

Arcane: understood by few; mysterious or secret.
all magic is arcane, because not many know of it/ know how to use it effectively.

Traditionally, arcane is normally things like....well....magic magic, things that dont have a clear elemental alignment are generally "arcane" teleportation, magic missile, levitate, sense magic, clairvoyance, things like taht. At least thats how i determine if something is arcane.

DnD actually does define "Arcane magic" as manipulation of the weave.

A wizard or any other Arcane caster get their power from consciously "tugging at the fabric of reality".

Clerics and Divine caster don't get their spells like that. Their magic is simply a gift from their gods who are (usually) not depicted as connected to the weave in the slightest.

Other "spell like abilities" aren't magic at as the book to defines it. Psionics originates from the Far Realm, while the Monk's Ki abilities are closer to the idea of "mind over matter".

Metals. Elves invading through a trans-dimensional portal to look for gold, because their version of the world ran out of it, and they need it for their immortality spell.

>arcane magic
>arcane
>magic

it's similar to wet water and fiery flame

It isn't divine.

Arcane in its original meaning is closer to secret than mysterious. Arcane casters are privy to the secrets of reality itself, and with such knowledge can use their lifeforce to bend reality to their own will.

Easiest way to understand it IMO is that it is the energy of the cosmos.It's bound to the physical world, and the spell components that are used are devices that work somewhat as mnemonics that help make that leap into sympathetic correspondence.


Divine magic is more about the linking of the SPIRIT with a concept.

Psychic magic is more about linking the MIND with the energy of different planes, and influencing the world through will alone

Arcane magic is more about manipulation of ENERGY, and using it to do work. Arcane energy is like the element of raw change potential, but it works by changing the state of things in a very logical way, it's a chaos factor, but it yearns to change into a new structure, Thus the application of logic and ritual suits it well as a container.

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I always considered Arcane magic to be magic that you made up. Like spells that aren't in any typical list.

depends on the setting

Funny, that's more like the original Cleric than the original Magic-User

This is one of my preferred power sources for magic. It makes casters powerful, but also limits them so they aren't constantly obliterating whatever gets in their way. By making their resources limited, they're more likely to rely on clever planning rather than an excess of spell slots.

Time, ink, paper and chance.

You cannot just "cast" arcane magic, you need to write down the formula in a coherent fashon, each gliph drawed, awakened, activated or nullified in a specific order during the crafting process, one that takes hours by the way.

Once the spell is done, it can only be activated when the circunstances are right, for its very structure depends on the proper alignment or the elements for it to work. Arcane rubicons depend on very specific circunstances to work, and the more general a hex is the more complex.

That is why true names and star charts are so valuable by the way, you can hardly get more specific than writting the true name in the spell, to be used when the stars are right and the winds blow in your favor.