Talk:Magic (game terminology)

Page contents not supported in other languages.
From Wikipedia, the free encyclopedia

Improvised Spells[edit]

There are also some game systems that provide greater flexibility in the use of magic. These include rules for producing spells that are made up as needed, subject to the game rules and limitations. An example of such a system is Ars Magica.

While Ars Magica is a fine example of improvised spells, I think that Mage: The Ascension provides an even better example, and a more modern one. The Bearded One 18:32, 5 December 2005 (UTC)[reply]

Home-Spells[edit]

Home-Spells — The Character has an item when activated uses a spell automatically Example: a spell book would have many homespells another Example: staff of lightning has the HomeSpell Bolt the items can usually change their homespell but would waste mana spell points ect.

I have never seen any reference to "Home-Spell" magic systems before this addition to the article. If an example or a citation could be provided, I would appreciate it. Otherwise, I will revert that addition within the next month. The Bearded One (talk) 20:09, 2 February 2008 (UTC)[reply]

scrolls and vancian magic[edit]

I would just like to get a second opinion on this... I have been wondering about the nature of vancian magic and would like to postulate that vancian magic is a collection of energy arranged in a certain way (a spell) that is sealed somewhere to be used at a later time and thus would include scrolls and potions as well as the standard of memories in the caster's brain. —Preceding unsigned comment added by 216.123.234.99 (talk) 07:25, 25 December 2009 (UTC)[reply]

Material removed from Mana[edit]

Mana has totally different meanings. They can't all be under the same article, unless it is a disambig. This material was in Mana. There was a link to this article as a main article. So, I'm moving that material to here so that another editor can work it into this article.Botteville (talk) 00:30, 8 February 2015 (UTC)[reply]

Games and fiction[edit]

Fantasy writer Larry Niven in his 1969 short story Not Long Before the End described mana as a natural resource which is used or channeled by wizards to cast magic spells. He expanded on this idea in other works, notably his 1978 novella The Magic Goes Away. Mana is a limited resource in Niven's work, a fact which eventually will lead to the end of all magic in his antediluvian fantasy setting when all mana is depleted. Many subsequent fantasy settings (role-playing games in particular) have followed Niven in his use of mana.[1] Terry Pratchett in his Discworld series uses the word mana to describe the force of magic - noted several times in the first Discworld novel, The Colour of Magic.[citation needed] The Ben 10 franchise describes mana as a form of energy that exists in all living things.

In computer and role-playing games which feature magic, a common game mechanic is a limited pool of mana which is gradually depleted as the character casts spells.[1] In World of Warcraft, all magic-using characters employ mana, which can be recharged using water. Namco's Tales of Symphonia explores two separated yet connected worlds whose fates hinge on the very limited quantities of mana left over by a devastating war.

In the card game Magic: The Gathering, mana is the consumable mystical resource used to cast spells, summon creatures, and otherwise perform magic. It comes in five colors, each associated with a different philosophical outlook and type of land, as well as a neutral colorless form.[2]

References

  1. ^ a b Golub, Alex (2014-06-17). "The History of Mana: How an Austronesian Concept Became a Video Game Mechanic—Vol. 2, No. 2—The Appendix". Theappendix.net. Retrieved 2015-01-26.
  2. ^ "The Five Colors : Magic: The Gathering". Wizards.com. Retrieved 2015-01-26.

Magic outside combat[edit]

The text "However, in tabletop RPGs, unlike in video games, magic has many uses outside of combat situations" seems possibly misleading since there are video games that have non-combat spells that can be used or even are designed for use outside of combat. Examples could include mobility/transportation spells, cosmetic spells or utility spells. Examples of specific mechanics and example games: Haste and Teleportation (Magicka), Whirlwind Sprint (Skyrim), Excavation (The minecraft mod Thaumcraft). There are a lot of other examples, but the point is that non-combat magic is not exclusive to tabletop RPGs. I am not sure of the best way of changing the article to preserve the rest of the information in that sentence as am a bit new to wiki editing, any thoughts? 78.148.85.129 (talk) 23:41, 15 May 2019 (UTC)[reply]

I removed the restriction to table top game because this limitation is completely false since there is no longer clear limit between table top game and video game 90.112.65.96 (talk) 08:04, 19 January 2024 (UTC)[reply]

"Magic (game)" listed at Redirects for discussion[edit]

An editor has asked for a discussion to address the redirect Magic (game). Please participate in the redirect discussion if you wish to do so. Not a very active user (talk) 12:15, 10 April 2020 (UTC)[reply]