I play a sorcerer who's dump stat is intelligence. Can't wait to give him detect magic so he can go "Ooo! Its a boom box!" in response to an evocation trap on a chest.
I like the idea that the way you give the information can change based on the user's style. Like a druid might detect magic in more sensory ways like tastes, smells and sounds, while a bard might detect them as a feeling or emotion, or a wizard might see a cascade of runes like neo seeing the code of the matrix. All information that means the same thing but is perceived differently based on how the user's class might interpret this otherworldly ethereal knowledge.
Exactly! And it makes who casts the spell a piece of the strategy and fun of the game! Everyone chooses their class to feel special, the more you can help each class fell awesome in its own specific way the better off you are... Video idea is emerging...
Our group’s general lore about magic (which may be canon, but idk) is that there are 4 major sources of magic, mortals can tap into. The Arcane (Mistra controlling and protecting the Ley lines), the Primordial (the natural forces of elemental planes, which create the material plane), the Divine (gods, godlike beings and other high powers) and the Psionic (astral sea and the power of thought). Other magical powers are somewhere between them or a combination. My Druid character hates wizards to the core and considers them basically magical pests, who disrupt the ley lines, wait for Mistra to clean after them and have the audacity to claim that they’re supreme magic users, who know and understand magic better then other classes.
Raw Magic in my games is depicted as the purest stuff of creation, raw potential, quintessence itself. It's shaped by imagination, force of will and gave rise to reality itself. Mystra's Weave is merely an abstraction layer for spellcasters to manipulate magic in Realmspace. Outside of that, on other worlds in the material plane, or even other planes themselves, magic has it's own myriad expressions. Spellcasters might still be able to use the techniques they've learned, but the results may vary. Some places may have similar structures to the Weave, some may not. In other places raw magic is chaotic and unbound, whereas some places magic flows along predictable, ordered paths. It reflects the world/plane/space it infuses.
Not used to, still does. the magic schools still have those colours. WotC have stated on multiple occasions that all previous lore is still cannon in the current edition unless it has been specifically contradicted. Part of the reason that only active magic is detected by the detect magic spell is that the weave is constantly reordering its self and undoing the tangles caused by the use of magic. another part is that they didn't bother to include info about magical investigation in 5e. Like the longer a caster concentrates on their detect magic allowing them to tease out more information was an explicit thing with prescribed rules in earlier editions.
Super cool, I don't read much WotC says these days, and they've been contradicting so much lore nothing is safe! Yeah I started in 3rd ed, and I loved that feature of detect magic.
Really interesting points and great insight! You’re definitely in a pocket of the scene that not a lot of people are touching. Deepening a world is so hard, having insight about that is amazing and you do a great job of that. My best constructive criticism is, the soundtrack was super all over the place which was distracting at times. Besides that I love your dog and your mind so please keep inspiring people!
The algorithm just introduced me to your content. New subscriber; great stuff! For investigation rolls where I don't want to keep the party from getting the needed info to move forward, I usually give them what they're looking for, but impose some drawback to a failed roll. It takes longer, or there's a slight misunderstanding of what's happening.
GOLD! Check out my Mothership video for more of my thoughts on this, it's really been changing my mind about this part of games. And thanks for the sub!!!!
I haven't had the chance to play much (only recently started a campaign), but I've always liked thinking about the different ways casters use magic. One of the character concepts I haven't had the chance to play yet is an Gnome Artificer, and I expect he'd have his on way of describing it to the other players, since to him, he doesn't actually cast magic. His explanation would probably be along the lines of: Everyone has a mote of magic in them that serves as their life energy. But certain people (Adventurers) can use their mote to connect to the magic flowing through the world (forming a thread that tethers them to the fabric of magic). For martial classes, this mote serves more as an energy to fuel various feats of physical ability that others can't do (rage, second wind, ki, etc.). But casters can use it more extensively. Wizards study the fabric of magic to learn the inner code of it, and can tug on it directly, due to their studies. They pull the particular threads for the type of magic they want to cast, drawing that flavor into a foci where they can shape it into the spell needed. Sorcerers have more than the mote of magic flowing in them (their connecting thread draws it in passively), and they can simply draw upon it from within and funnel it out through a foci (or the foci is a specific point to draw it to for molding, before shooting it out of their hand/mouth/etc.). Clerics/Paladins call out to a deity, who grants them a packet of magic to utilize. The magic is either pulled from the fabric like a wizard, or drawn from within them like a sorcerer, but will regardless take on a tinge of divine aura from having passed through their hands. Any time the caster requires more, they simply clasp their divine focus to show their continued devotion to their deity. Warlocks acquire magic in a similar fashion, but through some other magical entity that lacks the raw divinity to saturate their magic with holiness. Druids/Rangers can't manipulate raw arcane magic, but magic permeates nature too. They can use their connection with nature to coax it to expend its magic for their own needs. That's why their foci are just pieces of nature. It gives them a connection to it, even when in a city. Bards likewise can't touch the fabric directly. But part of casting magic includes verbal and somatic components, language and movement. Music is a universal language that's just as old as the language of magic (and dancing for somatic). When this old language is produced, the fabric will resonate and certain threads will pull of their own accord in response (basically emoting a piece of "inner code" that the wizard needed to study to learn). But artificers lack any of this utilization. They can't fuel physical feats, manipulate the fabric directly, or call out to another entity. Instead, they can craft items. These tools utilize basic science/physics/etc., but can be powered by their mote of magic (using it as a spark of energy like modern settings view electricity). Then the device produces an effect that mimics effects produced by "actual" spell casters. And a spell caster could still disrupt the produced effect because the magic charge powering the device can be disrupted, short circuiting the device until you can boot it up again (re-cast). But using that spark of energy can be taxing, so he can only do it so many times a day (boom! explanation for slots). Sorcerers are very similar, since it's their own pool. For other casters, you likely can only interact with raw arcane magic for so long before it saps some energy in return (pulling from that connecting thread), or constantly asking your deity becomes ungratefulness of their gifts. And nature is all about not taking more than you give.
@@UltimateMustacheX dude thank you SO much for sharing all of this thought. I would love to play at your table if you are putting this much care into the detailed worldbuilding. Join my discord and share these deep thoughts I am in love with this.
speaking of making my college education mean something, i use the normal distribution curve to calculate saving throws for area effects like fireball. like if you face 15 orcs i don't want to roll a save for each, and i don't want to roll once for all. so if the orc is close to the center of the blast, it gets a -5 whatever i roll to save, and if it's near the edge, it gets a +5.
"As you pass through the doorway, a strange tingling sensation courses through your body, head to toe, almost like tiny invisible fingers touching you everywhere, looking for something on you. A tangy taste fills your mouth, but nothing else happens". (There is a protection spell at the doorway, which impedes fiends and undead from passing through). In my game as DM I describe the magic weave somewhat like soundwaves, but a bit more tactile. My descriptions are usually about vibration and sound, but because color and light is also about different wavelengths reaching our retina, I establish a relationship between the pattern of the weave, how tight or loose it is, how complex the strings are interwoven, and the resulting color that is seen.
To add on to investigated; Could have a token like system, maybe for the less murder mystery style games, and/or when you are struggling to improv Like for every chosen integer, (2,4,6- 5,10-) allows the player to ask an additional question, to help guide you as you improv an explanation "Can I tell what made these runes?" "The hint of, a wands light scorch-marks /or/ devils touch, lingers in the air around the markings."
Magic is shaped by the source of the caster. A wizard's spells are constructed, and the design of the spell is marked by patterns and diagram. Bards' magic is a force of personality shaping reality itself, and their personal presence can be seen. A sorcerer call upon magic within. It takes on an organic form. A personal organic like the bard. But less organic than that of a druid, which can be subtle as it draws from existing natural forces. Paladins magic coming from the dedication to their oath is marked by a solidity that's not seen in the others. That is except for clerics. However clerics' dedication is to a force or being, and that leaves its own signature. Which in a way is similar to warlocks, whose magic is also stained by their patron, but has their own essence attached similar to a bard or sorcerer.
I love Thaumcraft and Thaumaturgy, they do their magic by researching all thr aspects of reality and doing thr research to make it work. Like making a Jetpack that flies based off Air juice, fusing Aspects and items into a Pickaxe to make it a cleaver of Stone Since they know their own magic you can never beat a Good Thaumaturge at their own game and hell.. everything is just one good scan from being changed up.
When I was running Tomb of Annihilation, there is a part of the plot that involves an attempt at creating a new god. I chose to have that attempt be to replace Mystra. Therefore, when the party approached the region where this was happening, spellcasters felt something...change. And _detect magic_ showed them how the weave had a hole worn in it, and a growing patch that exactly matched the hole was eating away at it, a parasitic, consumptive, unhealthy variation on the Weave. All magic in the area looked _wrong_ when they used means of sensing it. Mechanically, it worked fine, but it felt...off.
This video made me think what if there was a situation (device, location, etc.) that makes a character's Detect Magic spell turn on automatically. This thought made me think maybe this could happen to other spells. Then I thought what if something was making PC/NPC spells fire off "randomly" and the characters need to figure out what's causing it and stop it. Fleshed out, I think this would make a fun adventure.
I'm personally not a big fan of detect magic as a spell, since in my opinion, a caster should need to be able to perceive magic first before being able to use it in the first place. So I think they should just be able to do it. So what I do is that I allow characters with the ability to perform magic to detect it as well. (As I think that all characters should eventually be able to use some form of magic energy, be it to perform spells like casters or to strengthen their body like martials I allow the same for all high level characters) Detect Magic merely raises their ability to discern the purpose and the radius in which they can do it.
I hear this, but I have two points where it clashes with my style: One-I like magic to be a little subtle when it wants to be. Two-I really enjoy low magic worlds (excepting eberron which is a fave) and I want the posession of magic to feel special. Of course not saying your wrong, just a point of preference :) Though: How do you handle illusion if everyone can detect magic?
@@MilesAwayGames That's a good point as well. In a setting like mine, magic that is made to deceive others would naturally not only work on the physical senses but also obscure its nature on an esoteric level by hiding its aura or making it appear different.
One idea that I've always liked about Detect Magic is the idea the spell is tapping into a sense that you don't normally have, but experiencing it through the lens of the ones you know, sort of like if you could somehow sense color through your nose for example. This would mean that the experience of using Detect Magic would be a very jarring and confusing one; whatever you get is a nonsensical jumble of sensory information that you have to put in a lot of effort to decode, but in keeping with the mechanics of the spell you KNOW that what you're sensing is magic and you KNOW what school it is, the hard part is just figuring out how the confusing sensory input actually corresponds to the knowledge you have. Detect Magic will be a radically different experience for different people, and may even be notably different between individual castings. I like this idea not just because it's fun and cool, but also because it gives you a ton of narrative freedom and removes the burden of establishing consistent logic. To use your example of necromancy being green and wispy, I feel like that works perfect for most necromancy spells, but what about Spare the Dying or Gentle Repose? How much should those two have in common with spells like Animate Dead or Bestow Curse? As someone who tends to get a little too hung up on consistency, it can be nice to alleviate that by establishing that some things simply cannot be consistent, at least not from our perspective.
I hear you about getting hung up on consistency, I think that it can be super important in tabletop role-play games but also is often the thing that hold us back? It’s hard to find that balance.
I used detect magic in a combat situation the foe had cast invisiblebilty and i casted detect magic to follow them i still could not see them but i knee where they were
Any time one of the players in one of my dms games uses this, he says there is an overwhelmingly powerful aura and blinds the player for the duration. The fucking spell may as well be "blind self."
This is hilarious to me, and it’s a choice that tells a story but I think he’s kinda missing out on some good stuff he could give the players. Try casting it near less blinding sources of magic.
To hide/occlude a spellcaster's fingerprints... hide\bluff + primary casting stat. To detect said fingerprints... investigation + primary casting stat and automatic proficiency?
I was recently considering designing a 3rd level psychometry spell, sort of an intercession between a first level Identify (which gives the caster merely functional information about an object) and a fifth level Legend Lore spell (which is potentially like drinking from a an arcane knowledge firehose.) The bare-bones psycometry aspect would be about the most recent 24 hours of being used by a person and their emotions, a fourth level slot would get you a week or a month (maybe the most recent BIG EVENT the object was a part of) and a fifth level cast would be a return to the arcane firehose.) While watching your video, i could not help but reflect that all these divination spells are just pulling at different aspects of the weave, and wow, I wish I had 24 hours to go down that arcane notation/14th dimensional graphs rabbit hole. Ima gonna bookmark this video for all your magical notation references and whatnot. MAYBE someone should develop ideas about how to define different types of divination to uncover people/places/names/history of Proper Nouns in their world. (and if history/gossip isn't a mutable medium defined largely by the emotions of others, I don't know what the hell it is.) or maybe I'll go back and look at The_Golden_Bough to see what Frazer said about divination rituals. What a fascinating subject. Peace!
loved the video and the enthusiasm, but i do feel like the whole second half of the video is you not realising that there actually already was a spell in the 2014 PHB on page 263 that does most of what you wanted! Nystul's Magic Aura it is a second level Wizard spell, that seems like it is not really aimed at players, you'd have to be pretty paranoid to take it, but i imagine most Wizards are paranoid. would be nice to see a follow-up video talking about this spell too, leading on from the same points.
😮 I've played this bloody game professionally for 7 years and I've never even heard of that spell. Love how much I learn in the comments of these videos.
My main is a curveball.. on a world that know magis as dnd.. he sees it as part of the color pie.. I have yet to talk to the elven wizard about magic.. alas the campaign shifted to another narrative with another pc group and continent. so I am eager for when we go back for our mains for a "talk"
@@MilesAwayGames iits what you get by warping a character from Arcavios (strixhaven) ( or Ravnica) into a world under standard dnd magic theory (that is, using "magic schools")..
*This guy is gonna get himself in trouble.* He's giving away so much *occult knowledge* that someone's going to use it to open a real portal to *The Beyond.* 😳😳😳🥺😦😲😨 What? You thought DnD is just a game? As if it isn't a front for Those from the Astral Realm? 😬
@@tornadre copy that mate, super helpful. I love the funk, so it ain’t going away but super good to know it’s too loud, my audio processing is a little weird, and I wasn’t sure if I’d nailed the ballance!
@@MilesAwayGames that’s cool that you love the funk. I’d only say these videos aren’t for you to watch, so you can just listen to funk on your own time. I personally won’t be watching while the annoying music is there at least. Still, its you’re channel and I wish you the best of luck with whatever creative choices you decide to make 🫡
Whats alittle reward without effort? 😏 I have auditory processing issues too. But thats why low volume and subtitles exist. He did a really good job on the video, the music is his choice, as we should respect that.
I’m sorry but this is SO BORING! Magic is so much more than an on or off switch! It’s an opportunity for storytelling and worldbuilding. You’re robbing your players of your awesome descriptions!
I play a sorcerer who's dump stat is intelligence.
Can't wait to give him detect magic so he can go "Ooo! Its a boom box!" in response to an evocation trap on a chest.
🤦🫡💥
I like the idea that the way you give the information can change based on the user's style. Like a druid might detect magic in more sensory ways like tastes, smells and sounds, while a bard might detect them as a feeling or emotion, or a wizard might see a cascade of runes like neo seeing the code of the matrix. All information that means the same thing but is perceived differently based on how the user's class might interpret this otherworldly ethereal knowledge.
Exactly! And it makes who casts the spell a piece of the strategy and fun of the game! Everyone chooses their class to feel special, the more you can help each class fell awesome in its own specific way the better off you are... Video idea is emerging...
Our group’s general lore about magic (which may be canon, but idk) is that there are 4 major sources of magic, mortals can tap into. The Arcane (Mistra controlling and protecting the Ley lines), the Primordial (the natural forces of elemental planes, which create the material plane), the Divine (gods, godlike beings and other high powers) and the Psionic (astral sea and the power of thought). Other magical powers are somewhere between them or a combination.
My Druid character hates wizards to the core and considers them basically magical pests, who disrupt the ley lines, wait for Mistra to clean after them and have the audacity to claim that they’re supreme magic users, who know and understand magic better then other classes.
Love the POV, get those high and mighty fools.
This is art. This video is art. It's technically great and the actual content is my kind, can't wait for this channel to become huge
This comment made me cry a little? Thank you!
Raw Magic in my games is depicted as the purest stuff of creation, raw potential, quintessence itself. It's shaped by imagination, force of will and gave rise to reality itself. Mystra's Weave is merely an abstraction layer for spellcasters to manipulate magic in Realmspace. Outside of that, on other worlds in the material plane, or even other planes themselves, magic has it's own myriad expressions. Spellcasters might still be able to use the techniques they've learned, but the results may vary. Some places may have similar structures to the Weave, some may not. In other places raw magic is chaotic and unbound, whereas some places magic flows along predictable, ordered paths. It reflects the world/plane/space it infuses.
SO COOL! Love to hear how everyone answers this question.
Not used to, still does. the magic schools still have those colours. WotC have stated on multiple occasions that all previous lore is still cannon in the current edition unless it has been specifically contradicted.
Part of the reason that only active magic is detected by the detect magic spell is that the weave is constantly reordering its self and undoing the tangles caused by the use of magic. another part is that they didn't bother to include info about magical investigation in 5e. Like the longer a caster concentrates on their detect magic allowing them to tease out more information was an explicit thing with prescribed rules in earlier editions.
Super cool, I don't read much WotC says these days, and they've been contradicting so much lore nothing is safe!
Yeah I started in 3rd ed, and I loved that feature of detect magic.
Really interesting points and great insight! You’re definitely in a pocket of the scene that not a lot of people are touching. Deepening a world is so hard, having insight about that is amazing and you do a great job of that. My best constructive criticism is, the soundtrack was super all over the place which was distracting at times. Besides that I love your dog and your mind so please keep inspiring people!
Your editing is great too
Hahahahah, yeah I really pushed the envelope on genres this video! Thanks for the feedback both positive and constructive it really helps! Cheers 🍻
Thanks I did it myself 🫡
The algorithm just introduced me to your content. New subscriber; great stuff! For investigation rolls where I don't want to keep the party from getting the needed info to move forward, I usually give them what they're looking for, but impose some drawback to a failed roll. It takes longer, or there's a slight misunderstanding of what's happening.
GOLD! Check out my Mothership video for more of my thoughts on this, it's really been changing my mind about this part of games. And thanks for the sub!!!!
HAIL THE ALGORITHM
I haven't had the chance to play much (only recently started a campaign), but I've always liked thinking about the different ways casters use magic. One of the character concepts I haven't had the chance to play yet is an Gnome Artificer, and I expect he'd have his on way of describing it to the other players, since to him, he doesn't actually cast magic. His explanation would probably be along the lines of:
Everyone has a mote of magic in them that serves as their life energy. But certain people (Adventurers) can use their mote to connect to the magic flowing through the world (forming a thread that tethers them to the fabric of magic). For martial classes, this mote serves more as an energy to fuel various feats of physical ability that others can't do (rage, second wind, ki, etc.). But casters can use it more extensively.
Wizards study the fabric of magic to learn the inner code of it, and can tug on it directly, due to their studies. They pull the particular threads for the type of magic they want to cast, drawing that flavor into a foci where they can shape it into the spell needed. Sorcerers have more than the mote of magic flowing in them (their connecting thread draws it in passively), and they can simply draw upon it from within and funnel it out through a foci (or the foci is a specific point to draw it to for molding, before shooting it out of their hand/mouth/etc.).
Clerics/Paladins call out to a deity, who grants them a packet of magic to utilize. The magic is either pulled from the fabric like a wizard, or drawn from within them like a sorcerer, but will regardless take on a tinge of divine aura from having passed through their hands. Any time the caster requires more, they simply clasp their divine focus to show their continued devotion to their deity. Warlocks acquire magic in a similar fashion, but through some other magical entity that lacks the raw divinity to saturate their magic with holiness.
Druids/Rangers can't manipulate raw arcane magic, but magic permeates nature too. They can use their connection with nature to coax it to expend its magic for their own needs. That's why their foci are just pieces of nature. It gives them a connection to it, even when in a city.
Bards likewise can't touch the fabric directly. But part of casting magic includes verbal and somatic components, language and movement. Music is a universal language that's just as old as the language of magic (and dancing for somatic). When this old language is produced, the fabric will resonate and certain threads will pull of their own accord in response (basically emoting a piece of "inner code" that the wizard needed to study to learn).
But artificers lack any of this utilization. They can't fuel physical feats, manipulate the fabric directly, or call out to another entity. Instead, they can craft items. These tools utilize basic science/physics/etc., but can be powered by their mote of magic (using it as a spark of energy like modern settings view electricity). Then the device produces an effect that mimics effects produced by "actual" spell casters. And a spell caster could still disrupt the produced effect because the magic charge powering the device can be disrupted, short circuiting the device until you can boot it up again (re-cast).
But using that spark of energy can be taxing, so he can only do it so many times a day (boom! explanation for slots). Sorcerers are very similar, since it's their own pool. For other casters, you likely can only interact with raw arcane magic for so long before it saps some energy in return (pulling from that connecting thread), or constantly asking your deity becomes ungratefulness of their gifts. And nature is all about not taking more than you give.
@@UltimateMustacheX dude thank you SO much for sharing all of this thought. I would love to play at your table if you are putting this much care into the detailed worldbuilding. Join my discord and share these deep thoughts I am in love with this.
Just realized it isn't in the desciption, lol discord.gg/x85dZQ7
speaking of making my college education mean something, i use the normal distribution curve to calculate saving throws for area effects like fireball. like if you face 15 orcs i don't want to roll a save for each, and i don't want to roll once for all. so if the orc is close to the center of the blast, it gets a -5 whatever i roll to save, and if it's near the edge, it gets a +5.
@@mfsebcw this is a big ask but can you plz join my discord and share that calculation/table!?
@@MilesAwayGames easily. what's the discord channel?
@@mfsebcw Whops thought it was in the description: discord.gg/x85dZQ7
Algorithm has guided me here.
ALL HAIL THE ALGORITHM!
🙏🙏🙏
"As you pass through the doorway, a strange tingling sensation courses through your body, head to toe, almost like tiny invisible fingers touching you everywhere, looking for something on you. A tangy taste fills your mouth, but nothing else happens".
(There is a protection spell at the doorway, which impedes fiends and undead from passing through).
In my game as DM I describe the magic weave somewhat like soundwaves, but a bit more tactile. My descriptions are usually about vibration and sound, but because color and light is also about different wavelengths reaching our retina, I establish a relationship between the pattern of the weave, how tight or loose it is, how complex the strings are interwoven, and the resulting color that is seen.
@@carolxs looooove this!!!
To add on to investigated;
Could have a token like system, maybe for the less murder mystery style games, and/or when you are struggling to improv
Like for every chosen integer, (2,4,6- 5,10-) allows the player to ask an additional question, to help guide you as you improv an explanation
"Can I tell what made these runes?" "The hint of, a wands light scorch-marks /or/ devils touch, lingers in the air around the markings."
Love giving extra clues for tokens they earn!
Magic is shaped by the source of the caster. A wizard's spells are constructed, and the design of the spell is marked by patterns and diagram. Bards' magic is a force of personality shaping reality itself, and their personal presence can be seen. A sorcerer call upon magic within. It takes on an organic form. A personal organic like the bard. But less organic than that of a druid, which can be subtle as it draws from existing natural forces. Paladins magic coming from the dedication to their oath is marked by a solidity that's not seen in the others. That is except for clerics. However clerics' dedication is to a force or being, and that leaves its own signature. Which in a way is similar to warlocks, whose magic is also stained by their patron, but has their own essence attached similar to a bard or sorcerer.
Love that you’ve thought about it!
Whelp. Now I have to make entire tables now to use in my game.
Um... plz send them my way when you're done!
I love Thaumcraft and Thaumaturgy, they do their magic by researching all thr aspects of reality and doing thr research to make it work.
Like making a Jetpack that flies based off Air juice, fusing Aspects and items into a Pickaxe to make it a cleaver of Stone
Since they know their own magic you can never beat a Good Thaumaturge at their own game and hell.. everything is just one good scan from being changed up.
HA, the classic tricksy magic use. I love a player who thinks too much.
When I was running Tomb of Annihilation, there is a part of the plot that involves an attempt at creating a new god.
I chose to have that attempt be to replace Mystra.
Therefore, when the party approached the region where this was happening, spellcasters felt something...change. And _detect magic_ showed them how the weave had a hole worn in it, and a growing patch that exactly matched the hole was eating away at it, a parasitic, consumptive, unhealthy variation on the Weave. All magic in the area looked _wrong_ when they used means of sensing it. Mechanically, it worked fine, but it felt...off.
Oh I LOVE this.
This video made me think what if there was a situation (device, location, etc.) that makes a character's Detect Magic spell turn on automatically. This thought made me think maybe this could happen to other spells. Then I thought what if something was making PC/NPC spells fire off "randomly" and the characters need to figure out what's causing it and stop it. Fleshed out, I think this would make a fun adventure.
WHAT A TRAP EFFECT!
I'm personally not a big fan of detect magic as a spell, since in my opinion, a caster should need to be able to perceive magic first before being able to use it in the first place. So I think they should just be able to do it. So what I do is that I allow characters with the ability to perform magic to detect it as well. (As I think that all characters should eventually be able to use some form of magic energy, be it to perform spells like casters or to strengthen their body like martials I allow the same for all high level characters) Detect Magic merely raises their ability to discern the purpose and the radius in which they can do it.
I hear this, but I have two points where it clashes with my style: One-I like magic to be a little subtle when it wants to be. Two-I really enjoy low magic worlds (excepting eberron which is a fave) and I want the posession of magic to feel special. Of course not saying your wrong, just a point of preference :) Though: How do you handle illusion if everyone can detect magic?
@@MilesAwayGames That's a good point as well. In a setting like mine, magic that is made to deceive others would naturally not only work on the physical senses but also obscure its nature on an esoteric level by hiding its aura or making it appear different.
@@mrmastaofdesasta6994 🤔 that makes illusion magic super powerful, I love that.
One idea that I've always liked about Detect Magic is the idea the spell is tapping into a sense that you don't normally have, but experiencing it through the lens of the ones you know, sort of like if you could somehow sense color through your nose for example. This would mean that the experience of using Detect Magic would be a very jarring and confusing one; whatever you get is a nonsensical jumble of sensory information that you have to put in a lot of effort to decode, but in keeping with the mechanics of the spell you KNOW that what you're sensing is magic and you KNOW what school it is, the hard part is just figuring out how the confusing sensory input actually corresponds to the knowledge you have. Detect Magic will be a radically different experience for different people, and may even be notably different between individual castings.
I like this idea not just because it's fun and cool, but also because it gives you a ton of narrative freedom and removes the burden of establishing consistent logic. To use your example of necromancy being green and wispy, I feel like that works perfect for most necromancy spells, but what about Spare the Dying or Gentle Repose? How much should those two have in common with spells like Animate Dead or Bestow Curse? As someone who tends to get a little too hung up on consistency, it can be nice to alleviate that by establishing that some things simply cannot be consistent, at least not from our perspective.
So cool!!!
I hear you about getting hung up on consistency, I think that it can be super important in tabletop role-play games but also is often the thing that hold us back? It’s hard to find that balance.
this is beaut! sharing with my DM!
WE LOVE A SHARE!!!!
Many thanks 🙏🏿
Thank YOU steel!
@@MilesAwayGames you’re awesome, my man - looking forward to your barbarian video - how’s it going?
Great ideas! Thanks!
Glad to hear it!!! Thanks for watching 🫡
I used detect magic in a combat situation the foe had cast invisiblebilty and i casted detect magic to follow them i still could not see them but i knee where they were
@@Dewkage THIS IS MY 💩!!! Dude awesome use of a “utility” spell!
Any time one of the players in one of my dms games uses this, he says there is an overwhelmingly powerful aura and blinds the player for the duration. The fucking spell may as well be "blind self."
To be fair, this almost always happens in or near the presence of something that is at least a demi god.
This is hilarious to me, and it’s a choice that tells a story but I think he’s kinda missing out on some good stuff he could give the players. Try casting it near less blinding sources of magic.
Music too loud. Don't let that be competition for your voice. Dilutes everything, gets in the way. Ideas about creative spell use is top notch though.
Thank you so much for the suggestion, it's super helpful as I learn to be a better editor!
@@MilesAwayGames Hey it's just my thought. You do a great job with subject matter. I'm going to keep watching.
@@WayneBraack earnestly meant! It’s a new skill for me :)
To hide/occlude a spellcaster's fingerprints... hide\bluff + primary casting stat.
To detect said fingerprints... investigation + primary casting stat and automatic proficiency?
Love it!
Brilliant
😳
I was recently considering designing a 3rd level psychometry spell, sort of an intercession between a first level Identify (which gives the caster merely functional information about an object) and a fifth level Legend Lore spell (which is potentially like drinking from a an arcane knowledge firehose.) The bare-bones psycometry aspect would be about the most recent 24 hours of being used by a person and their emotions, a fourth level slot would get you a week or a month (maybe the most recent BIG EVENT the object was a part of) and a fifth level cast would be a return to the arcane firehose.)
While watching your video, i could not help but reflect that all these divination spells are just pulling at different aspects of the weave, and wow, I wish I had 24 hours to go down that arcane notation/14th dimensional graphs rabbit hole. Ima gonna bookmark this video for all your magical notation references and whatnot.
MAYBE someone should develop ideas about how to define different types of divination to uncover people/places/names/history of Proper Nouns in their world. (and if history/gossip isn't a mutable medium defined largely by the emotions of others, I don't know what the hell it is.) or maybe I'll go back and look at The_Golden_Bough to see what Frazer said about divination rituals.
What a fascinating subject. Peace!
I LOVE ALL THIS!!!!
loved the video and the enthusiasm, but i do feel like the whole second half of the video is you not realising that there actually already was a spell in the 2014 PHB on page 263 that does most of what you wanted!
Nystul's Magic Aura
it is a second level Wizard spell, that seems like it is not really aimed at players, you'd have to be pretty paranoid to take it, but i imagine most Wizards are paranoid.
would be nice to see a follow-up video talking about this spell too, leading on from the same points.
😮 I've played this bloody game professionally for 7 years and I've never even heard of that spell. Love how much I learn in the comments of these videos.
My main is a curveball.. on a world that know magis as dnd.. he sees it as part of the color pie.. I have yet to talk to the elven wizard about magic.. alas the campaign shifted to another narrative with another pc group and continent.
so I am eager for when we go back for our mains for a "talk"
COLOR PIE! hilarious.
@@MilesAwayGames iits what you get by warping a character from Arcavios (strixhaven) ( or Ravnica) into a world under standard dnd magic theory (that is, using "magic schools")..
@@zebaklongfang9344 love it. “I think of magic in… cards”
*This guy is gonna get himself in trouble.*
He's giving away so much *occult knowledge* that someone's going to use it to open a real portal to *The Beyond.*
😳😳😳🥺😦😲😨
What?
You thought DnD is just a game?
As if it isn't a front for Those from the Astral Realm? 😬
Witcher Watch
Watching witcher witcha wilson.
I saw the mouth moving but could only occasionally hear works
@@michaelwoish5962 What?
@@MilesAwayGamesthe music is too loud.
🥳🫂👍🏿
🫂
The music is incredibly annoying and far too loud.
@@tornadre copy that mate, super helpful. I love the funk, so it ain’t going away but super good to know it’s too loud, my audio processing is a little weird, and I wasn’t sure if I’d nailed the ballance!
@@MilesAwayGames that’s cool that you love the funk. I’d only say these videos aren’t for you to watch, so you can just listen to funk on your own time. I personally won’t be watching while the annoying music is there at least.
Still, its you’re channel and I wish you the best of luck with whatever creative choices you decide to make 🫡
Whats alittle reward without effort? 😏
I have auditory processing issues too. But thats why low volume and subtitles exist. He did a really good job on the video, the music is his choice, as we should respect that.
I love the music and think it is the perfect volume.
Magic is a state, yes or no. no more information should be given.
I’m sorry but this is SO BORING! Magic is so much more than an on or off switch! It’s an opportunity for storytelling and worldbuilding. You’re robbing your players of your awesome descriptions!