kigmatzomat
Legend
Except thats not meaningful for this specific conversation about "how common are petty spellcasters"Again, creatures, not people. Also, not spellcasters, but with some magical-spell-like feafeature
Except thats not meaningful for this specific conversation about "how common are petty spellcasters"Again, creatures, not people. Also, not spellcasters, but with some magical-spell-like feafeature
Because it takes a day or two to learn how to chop wood, and (for the incredibly, insanely gifted) a year or two to learn how to use magic? For most folks, it takes the better part of a decade, and lots and lots of money?But why don't they learn magic? That is the question.
Can no physician write "Differential Diagnosis Made Easy" or such? Can no computer scientist write "Operating System Design For Dummies" or such?So no spellcaster can write a book "Spelling made Easy" or such?
And here we learn that "generic" and "featureless" are not the same thing. "Generic" comes with rather a lot of built-in baggage. "Most people don't have the time, traits, or money to learn magic" is a feature of the "generic setting," but is a distinctive feature.The rulebooks have the generic setting.
Definitely not a problem. I'm guessing their reaction is for settings like Dragonlance with less than 6 Million on the entire continent of Ansalon, or other low population ones like Dark Sun.Is that a problem?
The list really operates best when I'm thinking broadly about settlements and generic NPCs. A spellcaster who has access to 7th level spells and higher would be a very important NPC, such as a lich or archdruid; someone who is already essentially one in a million.You mean nobody can cast 9th level spells? (I suppose no one has in any of my games, but I guess I assume that there's still someone out there who can.) Unless you're leaving spells of that high level to gods/celestials/immortals/etc. Actually, I'd be on board with that.
I guess the thing that surprises me about your list is the implication of vast populations. Ten billion is a lot of people, in particular if you're only talking about the humans.
The list really operates best when I'm thinking broadly about settlements and generic NPCs. A spellcaster who has access to 7th level spells and higher would be a very important NPC, such as a lich or archdruid; someone who is already essentially one in a million.
My campaigns have never gone above 8th level, for various reasons, so I don't spend much energy thinking about high level magic. I think 10th level as the soft cap for PCs in my setting.
On the second part, if you had to twist my arm, I would say my entire setting has about 200 million or so people (including humans, dwarves, elves, and orcs). But the well-developed bit is maybe really only 20 million (an area about half the size of the US).
Fine, then they are not rare, they are very rare... with a bit of pepper-lemon zest.Except thats not meaningful for this specific conversation about "how common are petty spellcasters"
Because it takes a day or two to learn how to chop wood, and (for the incredibly, insanely gifted) a year or two to learn how to use magic? For most folks, it takes the better part of a decade, and lots and lots of money?
Like, you might as well say, "Why don't the peasants just learn how to be a doctor? It would save so much time and improve their lives so much!"
You have a 5E source for any of this? Where is the rule that says studding magic takes a long time? Do you see a rule for spellcaster starting ages that says "you must be old"? And where do you find the cost for spellcaster training?I honestly don't get why this is confusing to you. The only people who can pick up magic at the drop of a hat are those with special innate gifts (Sorcerers, mostly.) Everyone else needs multiple years at college/seminary/the grove/etc. to get to that point, or a magical sugar daddy willing to provide the mojo for a price. Such training is lengthy and, often, both expensive and exclusive (that is, you have to actually dedicate most of your daily life to it, rather than working.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.