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<blockquote data-quote="S'mon" data-source="post: 5119447" data-attributes="member: 463"><p>Robert's post makes me think about the very traditional trope that human civilisation is itself inimical to magic. This could at a stroke make the typical pre-4e D&D world finally make sense! It would explain why cities look realistically medieval, while Wizards live in towers out in the wilderness, and dungeons are full of powerful magic. It would be especially ideal for a Greyhawk or Yggsburgh type setting with medieval city + nearby sorcerous megadungeon.</p><p></p><p>In general, for pre-4e play I use the 1e Manual of the Planes 'Magic Factor' rules to give different worlds and times variable amounts of magic. The default is OD&D pre-Supplement I magic level, ie M-U spells go up to 6th level, Cleric to 5th level, with typical variation up to 9th/7th and down to around 2nd.</p><p></p><p>Edit: Here's a suggested table for variable magic by civilisation level</p><p></p><p>MAGIC (CHAOS) VS CIVILISATION (LAW)</p><p></p><p>For pre-3e D&D</p><p></p><p>AREA TYPE Max Spell Level M-U/Cleric</p><p></p><p>DEAD MAGIC 0 0</p><p>VERY LOW/CIVILISED 2 2</p><p>LOW/RURAL 4 4</p><p>MID/BORDERLAND 6 5</p><p>HIGH/WILDS 7 6</p><p>VERY HIGH/CHAOS NODE 9 7</p><p></p><p>It's designed so that low level PCs starting in a typical Gygaxian Borderland locale may have access to Raise Dead from the local High Priest/Patriarch, while more powerful sorcery is found out in the Wilds; the very highest level stuff is found only in Chaos Nodes such as the depths of megadungeons. Meanwhile civilised areas have low or no magic and can plausibly feel realistically medieval.</p><p></p><p>Enchanted creatures may have their own magic level, eg no Type VI Demons in civilised areas.</p><p></p><p>Edit 2: It's also designed to have little or no effect on normal PC activity, yet prevent high level spellcasters from dominating the setting.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5119447, member: 463"] Robert's post makes me think about the very traditional trope that human civilisation is itself inimical to magic. This could at a stroke make the typical pre-4e D&D world finally make sense! It would explain why cities look realistically medieval, while Wizards live in towers out in the wilderness, and dungeons are full of powerful magic. It would be especially ideal for a Greyhawk or Yggsburgh type setting with medieval city + nearby sorcerous megadungeon. In general, for pre-4e play I use the 1e Manual of the Planes 'Magic Factor' rules to give different worlds and times variable amounts of magic. The default is OD&D pre-Supplement I magic level, ie M-U spells go up to 6th level, Cleric to 5th level, with typical variation up to 9th/7th and down to around 2nd. Edit: Here's a suggested table for variable magic by civilisation level MAGIC (CHAOS) VS CIVILISATION (LAW) For pre-3e D&D AREA TYPE Max Spell Level M-U/Cleric DEAD MAGIC 0 0 VERY LOW/CIVILISED 2 2 LOW/RURAL 4 4 MID/BORDERLAND 6 5 HIGH/WILDS 7 6 VERY HIGH/CHAOS NODE 9 7 It's designed so that low level PCs starting in a typical Gygaxian Borderland locale may have access to Raise Dead from the local High Priest/Patriarch, while more powerful sorcery is found out in the Wilds; the very highest level stuff is found only in Chaos Nodes such as the depths of megadungeons. Meanwhile civilised areas have low or no magic and can plausibly feel realistically medieval. Enchanted creatures may have their own magic level, eg no Type VI Demons in civilised areas. Edit 2: It's also designed to have little or no effect on normal PC activity, yet prevent high level spellcasters from dominating the setting. [/QUOTE]
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