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How much magic do you have in your game?
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<blockquote data-quote="Stormonu" data-source="post: 8177404" data-attributes="member: 52734"><p>My choice was 4th - besides kicking in at "name" level (9th character level), it's also when spells feel like they go beyond the mundane into the truly powerful (old Stoneskin, Phantasmal Killer, etc.) <EDIT:> I'd also note that you can automatically <em>Dispel/Counterspell</em> spells of 1st-3rd level. Doing so to 4th level and above spells isn't so guaranteed, lending credence to the spells being "powerful".</p><p></p><p>I've broken the spells in my games into tiers</p><p></p><p>Tier 0 - cantrips (also sometimes referred to as folk magic)</p><p>Tier 1 - "Common Magic", encompassing spells of 1st-3rd level (these are the spell generally associated with most spellusers)</p><p>Tier 2 - "Name Magic", encompassing spells of 4th-6th level (reserved for "name" level characters</p><p>Tier 3 - "Archmagic", encompassing spells of 7th-9th level (powerful wizards, clerics, liches, some dragons and the proxies of powerful beings)</p><p>Tier 4 - "God Magic", encompassing spells of 10th level and above (supernatural abilities of demigods, legendary monsters and of course, dieties)</p><p></p><p>In my homebrew campaign, maybe a handful of people in a village has access to Tier 0 magic that isn't actually some superstition. About 1 in maybe a 100 has access to Tier 1 spells. Perhaps 1 to 3 people in a country can cast Tier 2 spells, and the names of those that can use Tier 3 are legendary - spells are often named after them, books are written about them, tales are told of them globally and there is perhaps a handful alive at a time.</p><p></p><p>Large cities might have a potion shop or possibly a single smith or tradesman with the talent to make and sell magic items. There is a trading coaster run out of one of my countries (Nyrr Ryan) that specializes in making magic items, but their wares are expensive, rare and take some time to create and distribute. The common man - or even wandering adventurer - would unlikely to meet or have dealings with them.</p><p></p><p>In the distant past, magic and magic items were more prevalant, and there were mighty wars using spells and items. In the ages since, much of that magic capability has been lost and rare, wondrous items crop up unusually often - but more often than not, if they're not lost they're in the hands of someone who guards them jealously and isn't afraid to use them.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8177404, member: 52734"] My choice was 4th - besides kicking in at "name" level (9th character level), it's also when spells feel like they go beyond the mundane into the truly powerful (old Stoneskin, Phantasmal Killer, etc.) <EDIT:> I'd also note that you can automatically [I]Dispel/Counterspell[/I] spells of 1st-3rd level. Doing so to 4th level and above spells isn't so guaranteed, lending credence to the spells being "powerful". I've broken the spells in my games into tiers Tier 0 - cantrips (also sometimes referred to as folk magic) Tier 1 - "Common Magic", encompassing spells of 1st-3rd level (these are the spell generally associated with most spellusers) Tier 2 - "Name Magic", encompassing spells of 4th-6th level (reserved for "name" level characters Tier 3 - "Archmagic", encompassing spells of 7th-9th level (powerful wizards, clerics, liches, some dragons and the proxies of powerful beings) Tier 4 - "God Magic", encompassing spells of 10th level and above (supernatural abilities of demigods, legendary monsters and of course, dieties) In my homebrew campaign, maybe a handful of people in a village has access to Tier 0 magic that isn't actually some superstition. About 1 in maybe a 100 has access to Tier 1 spells. Perhaps 1 to 3 people in a country can cast Tier 2 spells, and the names of those that can use Tier 3 are legendary - spells are often named after them, books are written about them, tales are told of them globally and there is perhaps a handful alive at a time. Large cities might have a potion shop or possibly a single smith or tradesman with the talent to make and sell magic items. There is a trading coaster run out of one of my countries (Nyrr Ryan) that specializes in making magic items, but their wares are expensive, rare and take some time to create and distribute. The common man - or even wandering adventurer - would unlikely to meet or have dealings with them. In the distant past, magic and magic items were more prevalant, and there were mighty wars using spells and items. In the ages since, much of that magic capability has been lost and rare, wondrous items crop up unusually often - but more often than not, if they're not lost they're in the hands of someone who guards them jealously and isn't afraid to use them. [/QUOTE]
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