Exploration in worlds where magic exists

DungeonmasterCal

First Post
In the typical D&D world you have spells which allow casters (and their friends) to travel great distances in the blink of an eye with little danger or excitement. Where do epic journeys of exploration come in? With the ability to scry and teleport, why bother with outfitting parties to travel to unknown lands, face unknown danger, and return with tales of wonder and glory?

I bring this up because when I get back into the DM chair, I'd like to run a campaign where the players are part of a fleet being sent out to explore strange new lands, seek out new cultures, etc, etc.... (Imagine the fleet of Zheng He). Anyway, how would you handle swashbuckling exploration and discovery in a world where that sort of thing really isn't necessary?
 

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You have to know the place to teleport there.

It's as simple as that. If the PC's try to say different, suggest that they try teleporting to El Dorado, or Atlantis. Getting back home is easier, true, but you still have to walk all the way out there. Pkus in 3.5, teleport has a range limit.

Wind Walk is a little more of an issue, but that's not really exploration - it's too high speed to allow true exploration of an area, otehr than major, major landmarks. It might make a very effective initial step in an exploratory trip - giving the land-based main expedition an idea of where they might want to go first.
 

DungeonmasterCal said:
In the typical D&D world you have spells which allow casters (and their friends) to travel great distances in the blink of an eye with little danger or excitement. Where do epic journeys of exploration come in? With the ability to scry and teleport, why bother with outfitting parties to travel to unknown lands, face unknown danger, and return with tales of wonder and glory?

I bring this up because when I get back into the DM chair, I'd like to run a campaign where the players are part of a fleet being sent out to explore strange new lands, seek out new cultures, etc, etc.... (Imagine the fleet of Zheng He). Anyway, how would you handle swashbuckling exploration and discovery in a world where that sort of thing really isn't necessary?
You cannot teleport somewhere you have never been before without severe risk of injury. You cannot scry something you never heard of before without something tied to the location. Thus, it is perfectly reasonable to mount an expedition to map the Lost Continent.

And while you can teleport out, how familiar is the place you teleported from so you can teleport back in at the same location? So while these spells will help once you've created a beachhead, getting there will still require mundane travel.
 

True...I did think about this, but there are ways to lessen the danger of teleporting into an unknown area. Viewing some place magically gives you a better chance of not being injured, and casting spells such as levitate, fly, feather fall, etc before casting teleport would further lessen the chance of injury. I reckon there still might be a place for tall ships after all!
 

Long range scrying and teleporting are of a moderately high level:

How many people are capable of casting them?

How many of those capable know the spell(s)?

Numbers of explorers they could take: A 9th level wizard could take 3 along on each trip - requiring 2 teleports and 2 chances for it to all go wrong. They couldn't take that much gear with them - certainly not much for long term mapping/exploration projects...

Would they even be willing to explore?

Perhaps most NPC wizards and sorcerors are busy trying to study and/or take over the world?

When you start looking at it, I reckon tall ships might well be easier and cheaper. Besides looking much cooler! :)
 

Exploration in the traditional sort would work best in low to mid levels. Most sort of transportation magics, though, are for instantaneous travel to and from somewhere; this ironically leaves little for exploring things in between. In high fantasy, overland flight, flying carpets, and airships might replace regular sailing ships for exploration. So you could just shift the swashbuckling focus from the sea to the air.

Divination magics would probably be very useful in understanding and exploring the world around you, especially find the path, but such spells typically serve to only answer preexisting questions or give information in cryptic ways. Lower-level divination spells cast at lower levels have only a certain % chance of bringing back successful information. If a DM can learn to take advantage of when they fail, he/she can make the party go on wild goose chases or confound them more. It might help to make the exploration open-ended so as to require the characters to actually go out into the world to find something or to map it out. As an alternative, you could simply treat wilderness adventures as dungeons but with different dressings. Another thing about magic is that many spells require the use of expensive material components made from natural resources, especially minerals. It would make sense then that, if such costly natural resources were widely used by spellcasters, that eventually resources in one place would dry up. This would create demand for explorers to map out new territories to acquire such wealth.

Translation spells like comprehend languages and tongues make communication relatively easy between foreign cultures, and this could actually facilitate instant contact between the party and the natives of the places they live in, although this would not affect any culture shock they might have. It would probably greatly reduce the need for foreign translators. Different areas of the world might have different magical conditions- dead or wild magic for example. Different systems of magic for different cultures might interact with each others in strange ways. For example, how would a defiler from the world of Athas work in a lush, green world that does not require defiling?


The use of spells also might allow explorers to solve ancient mysteries and gain details of past civilizations like modern technology does today. Using divination magics, speak with dead, etc. might allow an investigator to determine if the long-dead baron really did murder his children. What killed the ice man under the glacier? Fantasy also allows for interaction of widely diverse people (and alien beings) that could require role-playing no matter what the magic level. Perhaps the PCs are the fantasy equivalents of anthropologists trying in depth map out the lives of foreign races that can't simply be answered by divination spells and their brief answers.

Another option might be to change the areas of exploration. In a high fantasy world, the frontiers may come in different forms. The planes might serve as neat areas of exploration, considering how they are often incredibly difficult to survive in and sometimes alien as well. In such a setting, a planar town, such as Sigil, might be described as more of a "last chance" town on the fringe of civilization and serving as a base for the PCs as well as a place to link different reality frontiers together for the PCs to explore.
 

The answer is simple: There is NO WAY via the RAW to simply view a faraway place that you've never been to.

Scry? No, sorry, people only.
Clairaudience/clairvoyance? No, obvious or famous places only.

Also, there's no way to look at things on other planes, either, despite some references otherwise.
 
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I think the way one can limit general knowledge of geography in the face of Scrying and various other divination spells is to make sure that the culture of the world is one that hoards and jealously guards knowledge.
 
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I think in an Eberron-esque world magical probes would be possible. Magical items that would travel become scry/teleport becons. Perhaps constructs in themselves, with soem degree of intellignece and a means of locomotion and self defense. expensive, yes, but possible. A swarm of these little buggers sent across to the lost continent a head of a real expidition would make sense. More powerful versions, perhaps left over by an ancient civilization, and you have the sci-fi staple imported to DnD.
 

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