D&D General Fantasy Farming

jgsugden

Legend
Consider what a 1st level wizard can do with cantrips and rituals. In an 8 hour day they can do the work of dozens, if not hundreds of people. Spend a little time actually planning it out for what could be done on a farm and it is really interesting. Is it cheaper to have 30 people woring on your farm or 1 1st level wizard.
 

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Oofta

Legend
Consider what a 1st level wizard can do with cantrips and rituals. In an 8 hour day they can do the work of dozens, if not hundreds of people. Spend a little time actually planning it out for what could be done on a farm and it is really interesting. Is it cheaper to have 30 people woring on your farm or 1 1st level wizard.
Depends on how many 1st level wizards you have. One logical use would be to have them come in at harvest and planting time to help, the rest of the year there's still work to do but not as much.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
There's also the Create Food/Water spells to take into consideration.

Sure they are high-ish level, but with that and Goodberries, food production can be boosted a little. Feeding goodberries to your herd of cows can save a lot of time and resource for a farmer.

Then you have charm animal spells, to have your beasts of burden toil in the fields without human supervision. You can even have awakened trees to help coordinate the growth of your orchards and whatnot.

Weather shaping (requires a high level spellcaster) can be organized to optimize food production depending on the time of the year.
 

I always imagined a D&D world to have more or less normal Medieval type farming, which is basically very labor intensive, and magic won't really enter into it... unless something bad comes along that would threaten harvests. New crop/livestock diseases, for example, or drought, early/late freezes, things like that...
 

jgsugden

Legend
Depends on how many 1st level wizards you have. One logical use would be to have them come in at harvest and planting time to help, the rest of the year there's still work to do but not as much.
I think there is a lot they can cover.

Light spells can work like 'grow lights'. Shape Water can be used to freeze water so that it can be easily relocated, to move it into a water tower for watering crops, or to do a variety of things. Prestidigitation can be used to make simple trinket tools like snips to cut plants. Mage Hands can pick fruit from tall trees. Create Bonfire and Fire Bolt could be used to clear brush or light an area. Familiars can scout for pests, pick hard to reach ffruit, etc.... Alarm can secure areas to notify of trespassers (humanoid or beast). Unseen servants can service the fields. Floting Disks can carry crops, tools, and other materials. Those spell slots can be used for sleep spells to protect the crops from pests.

I have thought about this a lot as I have a society in my setting where everyone goes to magic school. If they fail, they are banished. In my setting, the PC types are 'Got Touched' which allows them to learn class abilities at a faster rate. People that are not God Touched learn class skills far more slowly. Most humans spending their entire life pursuing magic would only achieve 5th level after a lifetime of work. These people that achieve 1st level wizar status and are not God Touched are usually about 30 years old when they exit school. Regardless - magic replaces a lot of mundane labor in this setting. When PCs visit the culture, the world is very different in comparison to the other more typical fantasy setting locations.
 

EzekielRaiden

Follower of the Way
In my Jewel of the Desert DW game, farming-type magic is pretty much exclusively the province of Kahina (druids and shaman.) Druids practice it by interacting directly with the "living" spirits of things actively moving in the material world: elementals, the spirits of trees* and the conceptual spirit/essence of what it means to be a given beast or plant. Shaman practice it by dealing with the "dead" spirits of the afterlife: the spirit of Owl or Desert Fox, for example, or the ghosts of creatures killed in a forest fire that still linger in the spirit world, etc. Druids quicken and invigorate living spirits, calling them to greater action. Shaman call on those abstract-idea/animal spirits to reach across the veil, or push the spirits of the unquiet dead to "pass on" and thus give their energy back into the cycle of life and death.

A village with Kahina aiding it (or a neighborhood within a larger town/city) will generally have healthier crops and vegetation and be overall more comfortable to live in. The Kahina are not centrally organized, but in general they try to make sure most areas have both one druid and one shaman (ideally, a pair of close friends or lifemates) as their skills tend to be complementary. In Ye Olden Dayse, every tribe needed some Kahina in it just to survive, as the Genie-Rajahs ruled the cities and the desert wastes outside Genie-Rajah control were not particularly hospitable to life (think Bedouin for these Nomad Tribes.) Modern-day Nomads benefit from trade with the City-Dwellers, but still prefer to have at least one Kahina among them (often several; sometimes, the position of Chief and Kahina is merged into a single role.)

*Which can slowly develop into the spirit of a forest, if the forest lasts long enough; many spirits are gestalt entities, simultaneously their own independent being and a collection of constituent spirits that have "been together" long enough to operate in unison. The party Druid has briefly interacted with the Spirit of All Winds, for example, which is an extremely powerful and old spirit, but one that doesn't really "think" about mortal-level concerns very much.
 

The answer can be radically different according the setting (Eberron or Dark Sun) but also if Hasbro wants to produce a D&D farming simulation videogame, a subgenre becoming popular now.
 

Tonguez

A suffusion of yellow
If you cast Plant Growth spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. and yield twice the normal amount of food when harvested.

thats 2000 odd acres innit? A reasonably sized farm

of course All plants also includes weeds so …
 

Well.....

1.Barrel of Endless Water
2.Barrel of Endless Fertilizer
3.Animated farm equipment
4.Unseen Servants
5.Conjured animals
6.Animated really scary scarecrows to really scare birds and everyone else away
7.Custom spells like Bless Field and Protect field from Vermin
 


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