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Arcanodynamics: What does a high-magic society look like?
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<blockquote data-quote="blargney the second" data-source="post: 1435657" data-attributes="member: 14678"><p>Those are some good points that I hadn't really considered, Wayne.</p><p></p><p>For the conditions that I'm looking for, let's assume a green light to all of those requirements. Casters exist in significant enough numbers over the course of the last few hundred years and with enough ability for these spells to have been brought to bear with some sort of frequency.</p><p></p><p>It's interesting to think of magic items in light of the question: "Why were they created?" A +5 holy evil-outsider bane weapon is not made for fun. Somebody somewhere at some point NEEDED that thing to be made, and there was probably somebody worthy of wielding it.</p><p></p><p>I'd really like to implement a dynamic cycle for the creation of magic items and permanent spell effects for the world I am planning.</p><p> - Items are made and spells are cast in response to a problem.</p><p> - They achieve their purpose and the situation that called for them passes.</p><p> - Time goes by in which they continue to exist, until</p><p> a) they are destroyed or not found and somebody else must create them to fit their needs, or</p><p> b) they are found and used for the purpose for which they were created.</p><p></p><p>With a setup like that, I could envision a high-magic world where magic items are regularly destroyed as a means of weakening foes, requiring somebody else to create the required items; permanent spell effects are created and destroyed as necessary, changing the environment after most combats.</p><p></p><p>I like the idea of the persistence and breakability of magic requiring constant re-adaptation. Turnover keeps life interesting<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 1435657, member: 14678"] Those are some good points that I hadn't really considered, Wayne. For the conditions that I'm looking for, let's assume a green light to all of those requirements. Casters exist in significant enough numbers over the course of the last few hundred years and with enough ability for these spells to have been brought to bear with some sort of frequency. It's interesting to think of magic items in light of the question: "Why were they created?" A +5 holy evil-outsider bane weapon is not made for fun. Somebody somewhere at some point NEEDED that thing to be made, and there was probably somebody worthy of wielding it. I'd really like to implement a dynamic cycle for the creation of magic items and permanent spell effects for the world I am planning. - Items are made and spells are cast in response to a problem. - They achieve their purpose and the situation that called for them passes. - Time goes by in which they continue to exist, until a) they are destroyed or not found and somebody else must create them to fit their needs, or b) they are found and used for the purpose for which they were created. With a setup like that, I could envision a high-magic world where magic items are regularly destroyed as a means of weakening foes, requiring somebody else to create the required items; permanent spell effects are created and destroyed as necessary, changing the environment after most combats. I like the idea of the persistence and breakability of magic requiring constant re-adaptation. Turnover keeps life interesting:) -blarg [/QUOTE]
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