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Old 08-20-2007, 01:12 PM   Top  -  End  -  #1
Lyinginbedmon
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Default The Three Laws of Magic

This is a recounting of the Three Laws of Magic. I developed them based on patterns and events that occur within the magic system as published by Wizards. The hardest part was determining the source of magic, but once Incarnum appeared it fell right into place quite happily.

The Three Laws of Magic
Spoiler

The Search for the Source
Spoiler

Epic magic: Power of the Gods
Spoiler

Incarnum and the Planes
Spoiler

Incarnum as a substance
Spoiler

-Speculation on the Nature of the Plane of Incarnum
Spoiler

Magic Concentration and it's Effects on Everyday Life
Spoiler
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Old 08-20-2007, 03:06 PM   Top  -  End  -  #2
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Default Re: The Three Laws of Magic

This is pretty interesting. I have to a much more thorough reading before I can comment further.
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Old 08-20-2007, 08:05 PM   Top  -  End  -  #3
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Default Re: The Three Laws of Magic

That is a very well done little paper. I like how you rewrote hte laws of technology to magic, smart idea, at any rate I applaud your work. Bravo
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Old 08-20-2007, 08:57 PM   Top  -  End  -  #4
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Default Re: The Three Laws of Magic

This is... brilliant. The only slightly sore point for me is the second law; do you just DM that there're always enough people around for magic to work, or do you actually take magic away if the characters go far enough away from civilization? As written, this would seemingly not work well with Spelljammer.
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Old 08-20-2007, 09:45 PM   Top  -  End  -  #5
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by martyboy74 View Post
This is... brilliant. The only slightly sore point for me is the second law; do you just DM that there're always enough people around for magic to work, or do you actually take magic away if the characters go far enough away from civilization? As written, this would seemingly not work well with Spelljammer.
"there must be a group of creatures or objects possessing souls of at least 200 within 500 miles of the target point"

Okay, it doesn't work when your ship crewed by 50 wants to fly away... but just about anywhere in D&D, you'll find 200 critters with an Int of 3 or better within 500 miles pretty easily. Simply because Int 3+ critters are rather common.
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Old 08-21-2007, 12:48 AM   Top  -  End  -  #6
Lyinginbedmon
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Default Re: The Three Laws of Magic

A group of 10 20th level characters is enough to spark it, the 200 souls is an equivalent measure of soul energy, so the more HD a creature has the more it contributes to the requirement.

The Second Law is, as stated, to explain why only Spelljammer has interplanetary travel and to prevent any moderately-geared adventuring group from flying off into space or a Lich from planting his phylactery on the local moon. I personally enforce it in my games, but as stated it rarely comes into play.

You can't fly into space because most atmospheres are typically a lot more than 500 miles, but you can fly around in the sky all you like (Though most creatures start suffocating at 500 miles up).

Spelljammer works because of it's cosmology, the theory being that either the engines for their ships utilise Incarnum or the space outside the bubbles is composed of it (Which would explain the hazardous properties it has). The phlogiston is described as a bright gaseous substance that is very hazardous to travel through, which would seem to mirror heavy Incarnum. When you travel through a current in the phlogiston, however, travel time is greatly reduced, which we could attribute to the radiant energy released by the inherent high-frequency Incarnum the rivers would be flooded with.

Last edited by Lyinginbedmon : 08-21-2007 at 03:59 AM.
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Old 08-21-2007, 04:21 AM   Top  -  End  -  #7
Lyinginbedmon
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Default Re: The Three Laws of Magic

The Three Laws of Magic were my first attempt to explain how magic is created and functions in a Wizards of the Coast campaign setting. Regardless of how random or haywire they might write the spells and abilities, the human brain always makes patterns, and having put out hundreds of spells and books they're bound to have made some significant ones. So I looked through my substantial book collection and spotted these patterns, and then added some more to explain why certain things don't happen when they are fully possible (Like the flying into space).

For a long while, there wasn't a defined source for the magic to occur from. Magic of Incarnum arrived after a long while, and suddenly I figured that the living soul could have been the source. My first thought on this subject was that magic always becomes more prevalent in larger populations, and the only difference between a campaign planet and space is the population, so there must be a link. Obviously, the same link could just be that there are more spellcasters in bigger populations, but that didn't dissuade me.

So I looked at Incarnum. I took that as the source for magic, saying initially that it reacted with regular matter to produce the tertiary substance of raw magic. At the time, the Planar Shell hadn't been finalised, so it was merely assumed that Incarnum's exotic status from the universe cause the reaction, it wasn't until later that the concept of Incarnum frequencies was introduced.

So, I figured there had to be a relation between Incarnum and any magical effect for that magical effect to work, be it a spell or a magic item. A fairly easy thing, but I had to explain how instantaneous effects could exist (And therefore if teleportation could go to an unpopulated area) and how permanent effects could keep going. Magic supercedes physics, so it naturally followed that it could create a thread or string to the source, wherever that might be. The thread would be enough to keep the magic running long enough for instantaneous or permanent effects but would eventually degrade (So it could evaporate with the caster's death, if you want, but mostly it means that ancient magics can be unstable). For instantaneous, there would need to be the capacity for magic to exist temporarily even in a magic-less area.

So yeah, there's my rambling explanation of how I invented the field of Magic Physics and the Three Laws of Magic.
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Old 08-21-2007, 11:08 AM   Top  -  End  -  #8
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Default Re: The Three Laws of Magic

That third law sounds good, as it's a reversal of the traditional "advanced technology looks like magic" rule, but when you think about it, it doesn't make sense.

Quote:
Any sufficiently advanced magic is indistinguishable from technology as perceived by a subjective viewer
In the real world, when we use the word "magic," we mean something inscrutable, doing something that seems impossible. Pointing a remote control at a television, to a caveman, seems like "magic."

It doesn't flip, though. "Technology" implies forces that can be understood and built by anyone who knows how to. An all-powerful wizard that shoots a fireball by blinking his eyes and throwing some guano into the air doesn't really look like technology.




The rest of your post was interesting, though.
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Human: I said shut up!
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Old 08-21-2007, 11:11 AM   Top  -  End  -  #9
Lyinginbedmon
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by Dragonmuncher View Post
It doesn't flip, though. "Technology" implies forces that can be understood and built by anyone who knows how to. An all-powerful wizard that shoots a fireball by blinking his eyes and throwing some guano into the air doesn't really look like technology.
It does if you use a rocket launcher.

In your TV example: A wizard would use mage hand to change the channel or he'd use greater image to alter the picture. If we point that remote and click a button, it achieves the same result so appears to be magic to someone who doesn't know about our technology.

Last edited by Lyinginbedmon : 08-21-2007 at 11:13 AM.
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Old 08-21-2007, 11:43 AM   Top  -  End  -  #10
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Default Re: The Three Laws of Magic

The "souls" explanation of source is interesting, but bothersome when I think of outsiders. D&D cosmology (and, indeed, metaphysics) takes Judeo-Christian dualism and makes it empirical; the soul is an observable essence that moves to the appropriate outer plane upon death. Outsiders, however, are materialism realized; they are of only one essence, material, and not spiritual. But Outsiders can cast spells, so they must find magical energy another way, right?


But it's all speculative mythos, anyway. Interesting read.
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Old 08-21-2007, 11:47 AM   Top  -  End  -  #11
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Default Re: The Three Laws of Magic

Outsiders are stated as not having that dual-nature, body and soul, but instead being one living creature. It's possible that, in the case of outsiders, the material that composes their bodies fully absorbs the Incarnum rather than it remaining imiscible with it as with normal organisms. In this case, the soul would function similar to electricity for the human body, it's a vital energy that goes away when the body dies and the body dies if it goes away.
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Old 08-21-2007, 11:55 AM   Top  -  End  -  #12
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Default Re: The Three Laws of Magic

Eugh, sounds a little painful. I don't think I'd want to use my bioelectricity to power my spells.
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Old 08-21-2007, 12:21 PM   Top  -  End  -  #13
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Default Re: The Three Laws of Magic

*applause* I throughly enjoyed your treatise on magic, Lyinginbedmon. I'm not too familiar with incarnum, but I understood most of this as you explained it. Very well done.
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Old 08-21-2007, 03:56 PM   Top  -  End  -  #14
Lyinginbedmon
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by GNUsNotUnix View Post
Eugh, sounds a little painful. I don't think I'd want to use my bioelectricity to power my spells.
Well the soul keeps everything living and sentient. You need it to live and it, if it goes you're dead. So it's "bioelectricity" in that sense, like a soul but a lot more necessary in the case of Outsiders. Whilst your body could function without a soul (Undead for example), an Outsider needs the soul for anything cellular to even occur.
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Old 08-21-2007, 07:19 PM   Top  -  End  -  #15
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Default Re: The Three Laws of Magic

make spoilers for each of those plz.

I'll finish it later.
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Old 08-22-2007, 04:15 AM   Top  -  End  -  #16
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Default Re: The Three Laws of Magic

Done!
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Old 08-22-2007, 04:20 PM   Top  -  End  -  #17
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by Lyinginbedmon View Post
It does if you use a rocket launcher.

In your TV example: A wizard would use mage hand to change the channel or he'd use greater image to alter the picture. If we point that remote and click a button, it achieves the same result so appears to be magic to someone who doesn't know about our technology.

You said it yourself- someone who doesn't understand our technology would think a remote control is magic.

However, no one would look at a wizard who teleports, has a talking rat on his shoulder, and just turned your uncle into a frog would think "Oh, it must be technology!"*

Super-advanced technology is like magic, because it is so alien, so mysterious, that we can't even comprehend its basic principles-a flashlight to a caveman, or a telephone to Shakespeare.

"Super-advanced" magic isn't like technology, because... it's magic! Who knows what magic can do? You probably didn't even think it existed until you saw that lion turn into a wizard. Seeing a guy go "kolarsh, NICTU!" and have a small light appear in his hand, and seeing a guy go "Fweebo-dabra-doo!" and turn a kangaroo inside out are equally foreign to the layman, since he has no idea how to even begin to understand either one.




*I'm using "magic" as meaning "anything that has no seeming cause and effect, is completely unnatural, and is impossible for a normal person to duplicate. Magic in D&D is more like a science than anything else, so it's not quite the same- I'm using magic in it's "real-world" sense.
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How about the fact that humans can apparently breed with anything on two legs (or even four legs if you count dragons)?

Human: Hey elf, you look like a girl.
Elf: To a human, everything must look like a girl.
Human: What?
Elf: Half-orcs, half-ogres...
Human: ... shut up.
Dwarf: Half-dragons, half-kobolds.
Human: I said shut up!
Elf: ...
Dwarf: ...
Human: ...
Elf: Centaurs.
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Old 08-22-2007, 04:47 PM   Top  -  End  -  #18
Lyinginbedmon
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Default Re: The Three Laws of Magic

Yes, that's our world however. Now, indeed if someone walked up to you hurling bursts of flame and talking to their remarkably smart-alec rat, you'd think it was magic.

But would you think it was "magic" magic? I certainly wouldn't, I'd assume all kinds of animatronics and pipelines and flammable gases. Parlour tricks, basically.

In a world with no technology, any proposed technology is magic. Equally, in a world with no magic, any proposed magic is technology. This is the Third Law, if you see something that's out of your line of thinking, you attribute it to the most common thing in that line of thinking.

However, I do indeed support a re-writing of the Third Law and I'd be glad to hear any alternatives.

Last edited by Lyinginbedmon : 08-22-2007 at 04:48 PM.
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Old 08-22-2007, 05:53 PM   Top  -  End  -  #19
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Default Re: The Three Laws of Magic

Any suffienciently reliable item-based magic is indistinguisable from technology as viewed by a subjective viewer?

Really, the current third law doesn't fit well with the other two; the first two deal with how magic works (or doesn't work), and the third one deals with how someone would react to magic.
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Old 08-23-2007, 03:11 PM   Top  -  End  -  #20
Lyinginbedmon
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Default Re: The Three Laws of Magic

Okay, then what do we know about magic that isn't covered by the first two Laws?

The first deals with the inherent relationship between Physics and Magic, that whilst Magic has a very basic founding in Physics, it completely supercedes the Laws of the other.

The second deals with the apparently restricted range of usage for Magic based on population or "civilisation". You need so many punctures of high-frequency Incarnum in the universe's naturally-existing low-frequency Incarnum to get the reaction.

So the first law is a fundamental law, the second is a requirement, perhaps the third should deal a natural fact of magic itself? Perhaps the chaos of its existence that allows it to violate Physics, or even better: The concentration dependent for it to affect the physical world without intervention.

Any suggestions? The wording needs to be lamen enough to be basically understood, comprehensive enough to cover those bases, and concise enough to fit in with the length of the other two Laws.

Last edited by Lyinginbedmon : 08-23-2007 at 03:13 PM.
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Old 08-23-2007, 04:54 PM   Top  -  End  -  #21
martyboy74
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Default Re: The Three Laws of Magic

The source of magic is nigh unlimited?

This one eliminates almost all worries about using up all the magic in the world, but also can set up a campaign where an epic level baddies designs a spell purely to destroy magical energy (potentially causing a collapse of civilization or something).
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Old 08-25-2007, 11:06 AM   Top  -  End  -  #22
Lyinginbedmon
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Default Re: The Three Laws of Magic

If the source was "nigh unlimited" you could eventually run out of souls through overpopulation. It might indeed be a great plot hook, but the source is always assumed to be infinite, because Incarnum can't be destroyed or used up, and the amount needed for planes and souls etc. is immense.

Which actually brings me to adding this new section:
Speculation on the Nature of the Plane of Incarnum
Spoiler

Last edited by Lyinginbedmon : 08-25-2007 at 12:45 PM.
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Old 08-26-2007, 08:04 AM   Top  -  End  -  #23
Lyinginbedmon
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Default Re: The Three Laws of Magic

Well, I've been given a challenge from one of my players to try and dispute the possibility of: Incarnum Black Holes.

Quote:
Originally Posted by Sieghard
The player (Sieghard from here on) posits that if you could ladle heavy Incarnum into a large container of inorganic matter (For example, a metal sphere), and then gradually decrease the space of the sphere (Perhaps through Shrink Item?), thereby compressing the fluidic Incarnum, and keep doing so until the Incarnum within became super dense, it would collapse into a Black Hole composed entirely of Incarnum (As opposed to inert matter in a world without it). Sieghard's thoughts are that the Incarnum Black Hole would continually suck in Incarnum of all frequencies from the surrounding area, creating an area of both dead magic and, indeed, dead life. If it also had the effects of a 'normal' Black Hole, it would suck in ordinary matter as well, gradually destroying entire finite planes (Which would eventually disintegrate as the Planar Shell was sucked in).
Well, how could I dispute what may bethe most apocalyptic idea he's ever come up with? Here's how:

Quote:
Originally Posted by Prof. Lyinginbedmon
The amount of compression can't be fathomed, but the amount of heavy Incarnum involved would likely need to be large enough for magical aid. Therefore, the more you compress the substance, the more you would unravel the Laws of Physics (Due to magic concentration, the stronger the soul the more the magic). So, the likelihood that, as you approached super density, compression itself still existed, is fairly remote to say the least.

Ignoring the issue of you actually being able to compress it that far, heavy Incarnum carries a charge, which would climb as the compression continued. Continuous current produces heat. So, as you kept piling on the pressure, your container would likely melt in the process, releasing both the pressure and the Incarnum in one fell swoop. I wouldn't like to be standing near it at that point, given that heavy Incarnum ordinarily overpowers living matter...

Assuming you didn't lose compression and your sphere on the way (Maybe this occured in an area of intense gravity? So I don't have to aim at just your industrialised method), Incarnum is a normally gaseous quasi-liquid. Soulmelds have no considerable weight, at all. This shows us that Incarnum is extremely low-mass. So, if we were to produce an Incarnum Black Hole, we would need all the Incarnum from several light years worth of space, assuming it's all heavy Incarnum, to fill the slightest space for it to actually weight anything under normal Earth gravity. The only place we can even conceive of heavy Incarnum covering such a space is the Plane of Incarnum, a theoretical concept. Add in that the Incarnum there is presumably so strong as to bleed through into other Planes (Hence our living souls and magic), there likely isn't anywhere else you could find such an environment.

Therefore, by lack of compression, adequate containment, and the existence of a suitable resource, Incarnum Black Holes are an almost extinct concept, if they exist at all.
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Old 08-26-2007, 08:19 AM   Top  -  End  -  #24
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Default Re: The Three Laws of Magic

Back to the Third Law and it's connotations to magic as a substance.

Magic is a product of high-low Incarnum interactions.
It supercedes physics because physics is largely imposed by normal matter whilst magic is produced by Incarnum. It's penchant for doing so is derived from it's chaotic nature.
It can be harnessed and manipulated by high-frequency Incarnum, or more accurately: sentience.

Hmm...here's a possible Third Law then:
  • Magic is fundamentally an unstable substance
Meaning, once you don't have the right reactionary components, magic goes away almost instantly (Maybe 1 round of magic before it's gone, allowing the instaneous effects to areas bereft of it to work). As a substance, it is shaped and molded to produce the various magical effects, meaning it takes innate skill or training to do so (Sorcerers and Wizards being prime examples). It also gives magic a distinct artistic flair, allowing for the various stylistic changes throughout the history of the game, when different artists took over or different mages used the same spell with different visuals.
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Old 08-26-2007, 02:39 PM   Top  -  End  -  #25
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Default Re: The Three Laws of Magic

Ooh, nice. That not only provides a basis for wild magic, but also gives you totally logical, in-game, ways to smack your players down if they get to much magic. One minor nitpick; it should say force, instead of substance. Incarnum is the force behind it.
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Old 08-26-2007, 02:45 PM   Top  -  End  -  #26
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Default Re: The Three Laws of Magic

Incarnum is a substance, however.
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Old 08-26-2007, 05:22 PM   Top  -  End  -  #27
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Default Re: The Three Laws of Magic

One tiny nitpick: Some undead, such as the revenant from Monsters of Fearun (I think), aren't created. Other than that, this is awsome. I wish I had the patience to write something like this.
I know I misspelled patience.
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Old 08-26-2007, 05:30 PM   Top  -  End  -  #28
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by Lyinginbedmon View Post
Incarnum is a substance, however.
The law says magic though...
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Old 08-26-2007, 05:35 PM   Top  -  End  -  #29
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Default Re: The Three Laws of Magic

Quote:
Originally Posted by Moff Chumley View Post
One tiny nitpick: Some undead, such as the revenant from Monsters of Fearun (I think), aren't created. Other than that, this is awsome. I wish I had the patience to write something like this.
I know I misspelled patience.
I don't have City of the Spider Queen, could you tell me a little more about the Revenant? All I have to go on right now is this:


And what I mean is, if what creates magic is a substance, it is likely that magic, too, is a substance. I can understand that it might be a force, however. However, the Third Law would be quite as well spoken if I left it as just "Magic is fundamentally unstable". We also have to remember that magic, whilst it does indeed manipulate existing forces (First Law) it also creates new materials. This would indicate it's a substance.

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Old 08-28-2007, 01:47 AM   Top  -  End  -  #30
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Default Re: The Three Laws of Magic

Anything on those Revenants?
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