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How much magic do you have in your game?
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<blockquote data-quote="Nitrosaur" data-source="post: 8177579" data-attributes="member: 7022830"><p>I voted 5th, the upper end of Tier 2. It would be the most powerful of the common magic of the NPCs. The royal mage, the town head priest, those kinds of folks. Level 6 and up I consider high magic because of the limits to arcane recovery and font of magic, warlocks getting mystic arcanum instead of spell slots beyond that point and half-casters capping at 5th, so those who can cast those spells are above the regular folk that work with magic as a profession.</p><p></p><p>I also envision it that way because I see the NPCs more in terms of CR than level, NPCs CR 9 and up are named individuals and renowned heroes, but people below that threshold are the elites of theur respective towns (specially between CR 3 and CR 5), and up to 5th level spells things work out within that frame. A mage from the MM is just CR 6, and those pack Fireball and Cone of Cold, but are only just barely above say, a troll or a hill giant in terms of power. I don't find a problem with a couple of casters of that level in town when there is a whole family of hill giants up on the mours, the settlements in my setting need people of that level to hang on (and not just casters, strong martial also tend to cap at that point).</p></blockquote><p></p>
[QUOTE="Nitrosaur, post: 8177579, member: 7022830"] I voted 5th, the upper end of Tier 2. It would be the most powerful of the common magic of the NPCs. The royal mage, the town head priest, those kinds of folks. Level 6 and up I consider high magic because of the limits to arcane recovery and font of magic, warlocks getting mystic arcanum instead of spell slots beyond that point and half-casters capping at 5th, so those who can cast those spells are above the regular folk that work with magic as a profession. I also envision it that way because I see the NPCs more in terms of CR than level, NPCs CR 9 and up are named individuals and renowned heroes, but people below that threshold are the elites of theur respective towns (specially between CR 3 and CR 5), and up to 5th level spells things work out within that frame. A mage from the MM is just CR 6, and those pack Fireball and Cone of Cold, but are only just barely above say, a troll or a hill giant in terms of power. I don't find a problem with a couple of casters of that level in town when there is a whole family of hill giants up on the mours, the settlements in my setting need people of that level to hang on (and not just casters, strong martial also tend to cap at that point). [/QUOTE]
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