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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="MNblockhead" data-source="post: 7603945" data-attributes="member: 6796661"><p>Eberron is the only published setting that handles this in a consistent, logical, easy to run way. </p><p></p><p>In my home campaign, all magic, other than clerical magic from followers of approved gods, is illegal. This is enforced by a powerful and zealous organization of inquisitors, local law enforcement, and pious/superstitious mobs. </p><p></p><p>The gods and their followers are have religious reasons for not intervening in the natural order and just doing things for you. Most clerics are lower level. But even their spells are seen as miracles, to be given to faithful, in times of need. Not to be used frivolously or used for cash. Of course a huge, powerful, rich, and often corrupt religious organization does sell or make available higher level magic for the powerful. But, ultimately, the gods control the availability of divine magic. So abuse is curtailed, and there is also incentive for unscrupulous people to secretly prey to dark gods.</p><p></p><p>Wizards, Druids, Warlocks, and Sorcerers are exceedingly rare and conduct their work in hiding. </p><p></p><p>Of these, sorcerers are most common, though most of these are discovered and killed at a young ages, as their powers manifest. In my home campaign, the only non-cleric magic user was a sorcerer and I had a custom wild-magic table for the campaign. </p><p></p><p>The games in my homebrew campaign usually fall into one of two main flavors:</p><p></p><p>1. The party are inquisitors / monster hunters / or mercenaries -- non-clerical magic is mainly encountered as something evil. This can be like Conan or like Van Hellsing.</p><p></p><p>2. The party are magic users in hiding, looking for lost tomes and artifacts, going up against what they perceive as a corrupt, totalitarian, theocratic regime. </p><p></p><p>In official WotC games, I don't think about it. I just run the adventures as is. </p><p></p><p>In my current campaign, which is the 5e version of Rappan Athuk, low level magic is rare. Common enough for those with money to take advantage of it, but not something everyone, everywhere has access to. </p><p></p><p>This is realistic to me. Even in our world of modern, industrialized agriculture, iPhones, and medical miracles, there are still far too many people without access to clean drinking water, who suffer from famine, who still farm using animals and manual labor, not much different to how it was done centuries ago, and do not have access to basic health care. </p><p></p><p>If we can't distribute our modern scientific miracles to everyone, why would magic be different? Even moreso with magic. Perhaps magic resources are such that it is difficult to get the economies of scale that mechanization provides? Perhaps not just anyone can learn magic. So you have a very small number of people, limited by spell slots and time. Many of whom have interests beyond casting mending all day.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7603945, member: 6796661"] Eberron is the only published setting that handles this in a consistent, logical, easy to run way. In my home campaign, all magic, other than clerical magic from followers of approved gods, is illegal. This is enforced by a powerful and zealous organization of inquisitors, local law enforcement, and pious/superstitious mobs. The gods and their followers are have religious reasons for not intervening in the natural order and just doing things for you. Most clerics are lower level. But even their spells are seen as miracles, to be given to faithful, in times of need. Not to be used frivolously or used for cash. Of course a huge, powerful, rich, and often corrupt religious organization does sell or make available higher level magic for the powerful. But, ultimately, the gods control the availability of divine magic. So abuse is curtailed, and there is also incentive for unscrupulous people to secretly prey to dark gods. Wizards, Druids, Warlocks, and Sorcerers are exceedingly rare and conduct their work in hiding. Of these, sorcerers are most common, though most of these are discovered and killed at a young ages, as their powers manifest. In my home campaign, the only non-cleric magic user was a sorcerer and I had a custom wild-magic table for the campaign. The games in my homebrew campaign usually fall into one of two main flavors: 1. The party are inquisitors / monster hunters / or mercenaries -- non-clerical magic is mainly encountered as something evil. This can be like Conan or like Van Hellsing. 2. The party are magic users in hiding, looking for lost tomes and artifacts, going up against what they perceive as a corrupt, totalitarian, theocratic regime. In official WotC games, I don't think about it. I just run the adventures as is. In my current campaign, which is the 5e version of Rappan Athuk, low level magic is rare. Common enough for those with money to take advantage of it, but not something everyone, everywhere has access to. This is realistic to me. Even in our world of modern, industrialized agriculture, iPhones, and medical miracles, there are still far too many people without access to clean drinking water, who suffer from famine, who still farm using animals and manual labor, not much different to how it was done centuries ago, and do not have access to basic health care. If we can't distribute our modern scientific miracles to everyone, why would magic be different? Even moreso with magic. Perhaps magic resources are such that it is difficult to get the economies of scale that mechanization provides? Perhaps not just anyone can learn magic. So you have a very small number of people, limited by spell slots and time. Many of whom have interests beyond casting mending all day. [/QUOTE]
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