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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 7608847" data-attributes="member: 11368"><p>My campaign's main city is about 900,000 people, and it is relatively rich in magic, especially low-level magic - not quite as much so as Eberron, but starting to move in that direction (essentially, my world is in an earlier stage of the "magical industrial revolution" - I've actually introduced early, prototype versions of things like water elemental-powered ships, though so far they're only incremental improvements over sail power).</p><p></p><p>Now, <em>high level</em> magic is still rare -- very rare. I generally assume that only <em>very</em> exceptional people (which all PCs are, but only a tiny fraction of NPCs) are capable of reaching high levels. There are maybe four people on the planet who can cast 9th-level spells, and two of those are liches.</p><p></p><p><em>Plant growth</em> is definitely used in agriculture, that's part of why there can <em>be</em> a 900,000 population city with a non-magical tech level equivalent to about 1200 and a hinterland which is not really that large in absolute (continent-scale) terms. (They also have more efficient crops than 1200 Europe, including potatoes, which is a major factor as well.)</p><p></p><p>However, large-scale economic use of magic is significantly impeded by the fact that most people capable of casting more than 2nd-level spells are powerful, driven personalities (otherwise they never would have reached those levels) with their own idiosyncratic goals, and generally little interest in doing repetitive boring things. </p><p></p><p>I hadn't really considered Fabricate, but I think this would prevent its large-scale use -- the amount you'd have to pay a 7th+ level spellcaster to make it "worth their time" would be high enough that mundane crafting would be cheaper. </p><p></p><p></p><p>Some kinds of divine magic is somewhat of an exception, as it's often made available due to the casters' duty to their cause or faith. The agricultural use of plant growth to enrich the land is largely done by druids -- by making farmland more efficient, they can reduce expansion of farmland into wild areas. Similarly, clerics of some faiths make healing magic broadly available. However, divine casters in my world are rarer than arcane ones (about 1:2000 people for divine, about 1:500 people for arcane, for a total of 1:400 people able to cast some kind of spell).</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 7608847, member: 11368"] My campaign's main city is about 900,000 people, and it is relatively rich in magic, especially low-level magic - not quite as much so as Eberron, but starting to move in that direction (essentially, my world is in an earlier stage of the "magical industrial revolution" - I've actually introduced early, prototype versions of things like water elemental-powered ships, though so far they're only incremental improvements over sail power). Now, [I]high level[/I] magic is still rare -- very rare. I generally assume that only [I]very[/I] exceptional people (which all PCs are, but only a tiny fraction of NPCs) are capable of reaching high levels. There are maybe four people on the planet who can cast 9th-level spells, and two of those are liches. [I]Plant growth[/I] is definitely used in agriculture, that's part of why there can [I]be[/I] a 900,000 population city with a non-magical tech level equivalent to about 1200 and a hinterland which is not really that large in absolute (continent-scale) terms. (They also have more efficient crops than 1200 Europe, including potatoes, which is a major factor as well.) However, large-scale economic use of magic is significantly impeded by the fact that most people capable of casting more than 2nd-level spells are powerful, driven personalities (otherwise they never would have reached those levels) with their own idiosyncratic goals, and generally little interest in doing repetitive boring things. I hadn't really considered Fabricate, but I think this would prevent its large-scale use -- the amount you'd have to pay a 7th+ level spellcaster to make it "worth their time" would be high enough that mundane crafting would be cheaper. Some kinds of divine magic is somewhat of an exception, as it's often made available due to the casters' duty to their cause or faith. The agricultural use of plant growth to enrich the land is largely done by druids -- by making farmland more efficient, they can reduce expansion of farmland into wild areas. Similarly, clerics of some faiths make healing magic broadly available. However, divine casters in my world are rarer than arcane ones (about 1:2000 people for divine, about 1:500 people for arcane, for a total of 1:400 people able to cast some kind of spell). [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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