Exploring Magical Beings: The Biology and Ecology of Dragons, Fairies, and Elves

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Magic Science for Wizards Only In the enchanting realm of wizards and witches, magic is an intrinsic part of their lives. Expanding their knowledge and understanding of the mystical forces that govern their existence is of paramount importance to the diligent wizard. This is where the discipline of magic science comes into play, a field exclusively reserved for those with extraordinary abilities. Magic science delves deep into the mechanics of spellcasting, potion brewing, and divination. It aims to bridge the gap between the mystic arts and the laws of nature that govern the non-magic world. Wizards who have perfected their craft through years of rigorous training and study can unlock the secrets of the cosmos and bend reality to their will.


Consider this: A sorcerer has magic because of an inborn ability/ancestry. A warlock makes a deal with some entity, a cleric worships a god, a druid communes with nature. 1

Ever after, the wizards continually adapted it to its current situation, so you need to patch the spell up to your casting style, place and time and the spellcasting cost and time reflects to necessary changes you need to make to it. In a cave underground, Bufo, the Laser Wizard, the Forest Wizard, and a hologram of the Ice King are preparing a sacrifice of Abracadaniel when he returns with Princess Bubblegum, Finn and Jake in an elevator.

Magic scien e for wizards only

Wizards who have perfected their craft through years of rigorous training and study can unlock the secrets of the cosmos and bend reality to their will. At its core, magic science involves a meticulous study of magical energy and its interaction with the physical realm. It explores the intricate relationship between incantations, wand movements, and the intentions of the spellcaster.

D&D General Wizards are not rational/scientists

One thing I have enjoyed about 5e is thinking about the link between a spellcaster's mechanism and lore. A sorcerer, a wizard and a warlock are not the same thing, and it changes not only how they play mechanically, but also how they roleplay.

However, I have seen several opinions/comments lately about wizards and "how they are" that felt. wrong to me; so I though I would start a thread and see if others agree, or have insight.

So basically wizards are people who get their powers through study. They have spellbooks, they can learn spells from scrolls, and they are an intelligence dependent class. This creates an impression of a very scholarly, rational type. But is this true?

Consider this: A sorcerer has magic because of an inborn ability/ancestry. A warlock makes a deal with some entity, a cleric worships a god, a druid communes with nature. 1

But what about a wizard? A wizard has NO HELP to master magic. NOTHING but sheer determination and their wits. Think about it. They must be obsessed with magic, in a way most other casters don't have to be. In what strange ways do they have to warp their mind to be able to grasp magic? What ritual must they do? Trepanation? Days of meditation? "Herbs"? Magic is not science. The mental habits and practices scientists develop (and try to apply, it's hard) may be COMPLETELY DIFFERENT for wizards. There is no guarantee of rationality here.

All the other casters have "something" helping them. They don't have to devote every single moment of their lives thinking about magic. On a quest, the rogue is probably thinking about the fat loot and hmm that spot ahead looks like prime ambush spot, the fighter is also worrying about the ambush and how to keep her companions alive, the cleric is seeking guidance from their god and the wizard. probably thinking about how the conjunction of the 3 great planets last night would affect the length of web strands, and if he could sell the fighter's ears to a necromancer in exchange for a cool orb, and wondering why drawing that 5-cornered square on the ground made the children cry. These examples are not very good - I am not a wizard, after all. Their thought patterns, methods and priorities may be profoundly alien.

I mean just look at this guy. Look carefully.

So next time you play a wizard, consider the strong possibility that by the standards of mere mortal, your PC may be utterly bonkers.

1 Yes, I didn't mention bards. Why would I though? I have better things to do with my intellectual energy, like pondering the colors of boogers for example.

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Scribe

Legend

So next time you play a wizard, consider the strong possibility that by the standards of mere mortal, your PC may be utterly bonkers.

Fun post, I think I likely agree (though my Wizard would never look like. that) but this in particular is important to me.

I've long thought that greatness, demands obsession. Experimentation or being a 'scientist' about magic wouldnt need to be any more weird than bargaining with some extra dimensional entity (Paladin, Cleric, Warlock) that would have an utterly alien world view.

I think every PC would be a little unhinged, as they are all on a path to greatness.

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payn

He'll flip ya. Flip ya for real.

That wizard looks like me on Sunday morning getting ready to watch football after being out until 2am the night before.

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Fenris-77

Small God of the Dozens
Supporter Or me after Mexican drinks night. Too much food coloring and tequila. Reactions: JoeyD473 and Laurefindel

Ancalagon

Dusty Dragon
Or me after Mexican drinks night. Too much food coloring and tequila. Look closer - there is a LOT going on there.

Silvercat Moonpaw

Adventurer

The thing about wizardly magic is that it implies, to me, is that knowing something can give magic in a D&D world. But if we take the rules as physics (because otherwise my argument makes no sense) the average person can't do magic just because they learned a fact. Something weird is going on: Is wizarding power really based solely on knowing? Or do the spells they pore over change their minds so they can make stuff happen?

Who's really in control?

At least with warlock pacts you know you're at the mercy of something.

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Silvercat Moonpaw

Adventurer
Look closer - there is a LOT going on there. I'm not sure I want to.

ninjayeti

Hero

Well wizards are pretend, so no one can tell you your ideas about them are wrong.

To me the fact that having a high intelligence makes you better at casting wizard spells suggests it IS about being able to rationally comprehend something highly complex, rather than just trippin' balls and, like, opening your consciousness to the universe man.

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Jfdlsjfd

Of course they don't have to be scientists or even rational.

A staple of fantasy is that there are wizarding schools or places of knowledge where people are teaching magic. It implies that self-discovery, while possible (after all, you get 2 spells every level) isn't the only mean of progress or even the easier. Even in setting where organized teaching doesn't exist, a mentor/apprentice relationship is often the norm. Magic is not something you only study, it's something that's transmissible.

But you don't have to make it rational at all. Sure, we can all learn (regular) physics because everything works the same way, all the time, once circumstances are set, irrespective of the observer. So if you create a chemical reaction in London by mixing two elements, you'll observe the same reaction causeing the same effect in Athens. So you can actually teach something: what to do & what it does. Now. remove the last part about the rules being universe-wide and you can have really unhinged wizards. Have you read what the rules say about copying spells into your spellbook? It's taking a lot of time not because you're just copying, it's because you're adapting. No two wizard cast a spell the same way. What are they teaching, really, in this case?

Contrary to physics, what happens depend on where you are. Wizard are spending all their time doing experiments. not to perfect their spells, but to adjust to the always fluctuating local conditions. In London, a fireball is two pinches of sulphur, one of bat guano and the invocation is chanted in a barytone voice. In Athens, if you do that, your tonsils inflate and you die, unable to breath. Fireballing in Athens is a stick of solid sulphur, standing on a drachma of guano at which you chant in a high-pitched voice. And yes, you need to measure a drachma. If you measures in grams, even if it's the same amount. well, nobody tried that, do you want to be the first? Wizards spend their time analyzing their local environment to adapt their spells so they can produce consistent results in a world where ley lines changes the fundamental properties of their art. Do they need to memorize spells? Are you thinking they are dumb enough to forget them every day? No, it's only that they can only localize a few of them overnight. And woe to you if you failed to take into account the phase of the moon, because sulphur is replaced with coal on the day new moon.

When you get a wizard spellbook, you only get the spell as it was cast the day and place the wizard wrote it down first. Ever after, the wizards continually adapted it to its current situation, so you need to patch the spell up to your casting style, place and time and the spellcasting cost and time reflects to necessary changes you need to make to it.

A low INT wizard can memorize fewer spells because doing all the measuring of the local rules take time if you must do it from scratch, while remembering huge catalogues of local rules will help. "We're east of a cemetery, but north of Athens and it's Friday. I've read something in Hogwarts, a History. I can reliably cast spells as if I were in Magdeburg under a heavy downpour in May. No need to measure everything by myself." Cantrips are just spells simple enough that they don't depend on external factors, so they can be cast at will, without any further consideration by a wizard. If wizards could get their hand on a supercomputer to offload their mental work, they'd be casting 9th level spells as cantrips.

You can have your quicky wizard being focussed on noticing any mundane details just so his magic isn't made ineffective or dangerous. "Going to the tavern? No, not that one, it has a thatched roof and it's complicated to take into account. Let's rather have a drink in the horse manger, where we get a good view of Sirius." And yet, for him, it makes sense.

Magic scien e for wizards only

Through this understanding, wizards can harness the latent power within themselves and channel it towards their desired outcomes. Potion brewing, a quintessential aspect of magic science, requires a precise understanding of alchemical properties and the delicate balance of ingredients. Wizards must delve into the properties of plants, minerals, and magical creatures to create concoctions that can heal, transform, or enhance their own abilities. The ability to master this art requires an astute knowledge of the natural world and a keen intuition to decipher the secrets hidden within nature. Divination, another branch of magic science, involves the art of prophecy and foretelling the future. By interpreting omens, signs, and symbols, wizards can gain glimpses into the unfolding of events. Unlike other forms of magic, divination requires a different kind of understanding – a connection with the higher realms and the ability to decipher the patterns of the universe. However, the study of magic science is not without its challenges. It demands unwavering dedication, discipline, and a thirst for knowledge. Wizards must be ready to immerse themselves in ancient tomes, experimental rituals, and arcane theories. They must be willing to confront the mysteries of the universe head-on, even if it means pushing the boundaries of their own understanding. In conclusion, magic science is a vital discipline for the ardent wizard seeking to hone their craft and deepen their understanding of the magical realm. It offers a key to unraveling the intricate tapestry of mysticism and the natural world. By pursuing the study of magic science, wizards unlock the true potential of their abilities, ensuring their place among the great masters of the enchanted arts..

Reviews for "The Mathematics of Enchantments: Using Numbers and Equations to Enhance Spells"

1. Sally - 1 star: The title is incredibly misleading, as this show was anything but magic. The science aspect was confusing and hard to follow, and it felt like the wizards were just thrown in for the sake of it. The acting was subpar, and the plot was nonexistent. Overall, I was very disappointed and would not recommend watching this show.
2. John - 2 stars: I had high hopes for "Magic Science for Wizards Only," but unfortunately, it fell flat. The concept had so much potential, but it was executed poorly. The special effects were laughable, and the dialogue was cringe-worthy. It felt like the writers didn't know how to balance the magic and science elements, resulting in a confusing and disjointed storyline. I couldn't bring myself to finish watching the series.
3. Laura - 1 star: This show was a complete letdown. The characters lacked depth and were incredibly uninteresting. The attempts at humor fell flat, and the plot was predictable and unimaginative. The title gives the impression that there would be an intriguing blend of magic and science, but instead, it felt like a disjointed mess. I wouldn't waste my time watching this show again.

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