Magic in Lovecraftian tales is ineffable, unquantifiable, unworldly, and understandably, a literary device. Magic in games of Lovecraftian investigative horror can be all those things, but to make it so, magic actually has to be the exact opposite. It has to be describable, it has to be quantifiable, and as much it remains a device, it has to have cause and effect, and with those in hand, both a GM and his players can work and describe magics in a roleplaying game as part of its narrative.
— Review of Rough Magicks (2009) on Reviews from R'lyeh (2013)
You’ll never know if you put the ring in the right volcano, or if things might have gone better if you hadn’t.
— Quentin Coldwater in The Magician's Land by Lev Grossman
|Material relevant to this article has been archived by the Fairfield Project at Magic discussion.|
|Material relevant to this article has been archived by the Fairfield Project at Gates and teleportation discussion.|