RUMBLETiGER
Adventurer
As I look at and play within the D&D universe, I can't help but think in a world with this kind of magic and the manufacture of magical items, it would be inevitable that a feudal-style civilization filled mostly with unskilled or single skilled commoners would quickly cease to be and be replaced by some form of Industrial Revolution and Age of Enlightenment. Perhaps it's only the constant danger and conflicts with Monsters of all kinds that holds the humanoids back, I don't know. Perhaps the Dwarves and Elves already have developed some measure of this idea, but please come along with me on a journey of the mind, and tell me if this makes sense.
I start off by imagining a conversation between some mix of a Wizard, a Factotum, an Artificer, an Archivist, a Bard and a Cleric of Boccob. Having adventured, learned, traveled continents and Planes of existence, and even saved the Multiverse a time or two, They'd consider how the skills and abilities they possess could benefit humanity at large. Spells such as Prestidigitation, Mending & Unseen Servant could eliminate much of the Commoner's work and lifestyle.
Spells like Lesser Vigor, Remove Disease &Ray of Resurgence could replace the medical profession for day to day problems and pains.
Create Food and Water would eliminate famine and poverty.
Education would be supported by Amanuensis & Scholar’s Touch.
Manufacturing would be aided by Loresong, Magecraft & Wieldskill.
Entertainment used Ghost Sound, Silent Image & Summon Instrument.
Food preservation and preparation used Heat Metal, Chill Metal, Create Water, Groundsmoke, Slow Burn & Purify Food and Drink.
Other miscellaneous areas of life benefited from Candlelight, Floating Disk, Healer’s Vision, Instant Search, Jump, Light, Mage Hand, Magic Mouth, Message, Mount & Spontaneous Search
Glowing Orbs and Continual Flame stones were produced by the Artificer and Wizard to illuminate the households and village.
...and those are almost all level 0 or 1 spells.
Schools could be started to train Experts in UMD for level 0 & 1 wands. At level 1, Human Experts with 4 ranks + Skill Focus + Magical Aptitude + a base CHA of 16 would provide a +12 bonus to the UMD skill. Give graduates from the program Cloaks of Charisma (+2), assume a few levels of Expert to graduate and now you've got a workforce of specialized, educated professionals who can utilize Eternal Wands to aid the community.
Once the concept of utilizing magic for everyday use caught on, people could be trained in the magical arts themselves. Even 11 or 12 in the appropriate mental stat grants access to up to level 2 spells, which most of the non-combat utility spells come from.
I went thru the Magic Item Compendium and made a list of Magical Items that cost 3000gp or less that higher level professionals could manufacture. These are all items that have use out of combat, can be used by a commoner and could have application in daily life. Consider the following list, or just blur your eyes and pass it over, realizing there are a lot of utility items:
Goodberry Bracelet, Pearl of Speech, Third Eye Improvisation, Mask of Sweet Air, Crystal Mask of Knowledge, Crystal Mask of Languages, Eyes of the Eagle, Spellsight Spectacles, Boots of Landing, Anklet of Translocation, Dimension Stride Boots, Boots of Elvenkind, Shapesand, Brute Gauntlets, Lightning Gauntlets, Gauntlets of Extended Range, Gloves of Object Reading, Watch Lamp, Hat of Disguise, Rings of Communication, Ring of Floating, Ring of Feather Falling, Ring of Climbing, Ring of Jumping, Ring of Sustenance, Ring of Swimming, Cloak of Weaponry, Cloak of Elvenkind, Vanisher Cloak, Safewing Emblem, Amulet of Aquatic Salvation, Symbol of Transfiguration, Hand of the Mage, Contact Medallion, Shiftweave, Healing Belt, Silkslick Belt, Belt of Growth, Blessed Bandage, Skill Shard, Universal Solvent, Daylight Pellet, Unguent of Timelessness, Everfull Bug, Greater Skill Shard, Dust of Tracelessness, Quall’s Feather Token-Bird, Everlasting Rations, Quall’s Feather Token-Tree, Talisman of the Disk, Scrying Beacon, Everlasting Feedbag, Rope of Stone, Dust of Dryness, Bag of Tricks-Grey, Replenishing Skin, Rod of Sliding, Sending Stones, Spool of Endless Rope, Tome of Worldly Memory, Pipes of Sounding, Field Provisions Box, Handy Haversack, Orb of Environmental Adaptation, Healing Salve, Sovereign Glue, Bag of Holding I, Crystal Anchor of Alertness, Stone of Alarm, Bag of Tricks-Rust, Horseshoes of Speed, Rope of Climbing.
Most of the above list are repeat use items. Any cluster of them would alter life forever for a village. By supplementing the majority of the Commoner's work day with magically assisted effort, people would be freed up to pursue more educational and leisurely pursuits.
...And so, is this line of thinking reasonable? Would a handful of high level adventurers, retiring with their wealth and knowledge and seeking to educate the masses, be able to spark a cultural and economic revolution?
I start off by imagining a conversation between some mix of a Wizard, a Factotum, an Artificer, an Archivist, a Bard and a Cleric of Boccob. Having adventured, learned, traveled continents and Planes of existence, and even saved the Multiverse a time or two, They'd consider how the skills and abilities they possess could benefit humanity at large. Spells such as Prestidigitation, Mending & Unseen Servant could eliminate much of the Commoner's work and lifestyle.
Spells like Lesser Vigor, Remove Disease &Ray of Resurgence could replace the medical profession for day to day problems and pains.
Create Food and Water would eliminate famine and poverty.
Education would be supported by Amanuensis & Scholar’s Touch.
Manufacturing would be aided by Loresong, Magecraft & Wieldskill.
Entertainment used Ghost Sound, Silent Image & Summon Instrument.
Food preservation and preparation used Heat Metal, Chill Metal, Create Water, Groundsmoke, Slow Burn & Purify Food and Drink.
Other miscellaneous areas of life benefited from Candlelight, Floating Disk, Healer’s Vision, Instant Search, Jump, Light, Mage Hand, Magic Mouth, Message, Mount & Spontaneous Search
Glowing Orbs and Continual Flame stones were produced by the Artificer and Wizard to illuminate the households and village.
...and those are almost all level 0 or 1 spells.
Schools could be started to train Experts in UMD for level 0 & 1 wands. At level 1, Human Experts with 4 ranks + Skill Focus + Magical Aptitude + a base CHA of 16 would provide a +12 bonus to the UMD skill. Give graduates from the program Cloaks of Charisma (+2), assume a few levels of Expert to graduate and now you've got a workforce of specialized, educated professionals who can utilize Eternal Wands to aid the community.
Once the concept of utilizing magic for everyday use caught on, people could be trained in the magical arts themselves. Even 11 or 12 in the appropriate mental stat grants access to up to level 2 spells, which most of the non-combat utility spells come from.
I went thru the Magic Item Compendium and made a list of Magical Items that cost 3000gp or less that higher level professionals could manufacture. These are all items that have use out of combat, can be used by a commoner and could have application in daily life. Consider the following list, or just blur your eyes and pass it over, realizing there are a lot of utility items:
Goodberry Bracelet, Pearl of Speech, Third Eye Improvisation, Mask of Sweet Air, Crystal Mask of Knowledge, Crystal Mask of Languages, Eyes of the Eagle, Spellsight Spectacles, Boots of Landing, Anklet of Translocation, Dimension Stride Boots, Boots of Elvenkind, Shapesand, Brute Gauntlets, Lightning Gauntlets, Gauntlets of Extended Range, Gloves of Object Reading, Watch Lamp, Hat of Disguise, Rings of Communication, Ring of Floating, Ring of Feather Falling, Ring of Climbing, Ring of Jumping, Ring of Sustenance, Ring of Swimming, Cloak of Weaponry, Cloak of Elvenkind, Vanisher Cloak, Safewing Emblem, Amulet of Aquatic Salvation, Symbol of Transfiguration, Hand of the Mage, Contact Medallion, Shiftweave, Healing Belt, Silkslick Belt, Belt of Growth, Blessed Bandage, Skill Shard, Universal Solvent, Daylight Pellet, Unguent of Timelessness, Everfull Bug, Greater Skill Shard, Dust of Tracelessness, Quall’s Feather Token-Bird, Everlasting Rations, Quall’s Feather Token-Tree, Talisman of the Disk, Scrying Beacon, Everlasting Feedbag, Rope of Stone, Dust of Dryness, Bag of Tricks-Grey, Replenishing Skin, Rod of Sliding, Sending Stones, Spool of Endless Rope, Tome of Worldly Memory, Pipes of Sounding, Field Provisions Box, Handy Haversack, Orb of Environmental Adaptation, Healing Salve, Sovereign Glue, Bag of Holding I, Crystal Anchor of Alertness, Stone of Alarm, Bag of Tricks-Rust, Horseshoes of Speed, Rope of Climbing.
Most of the above list are repeat use items. Any cluster of them would alter life forever for a village. By supplementing the majority of the Commoner's work day with magically assisted effort, people would be freed up to pursue more educational and leisurely pursuits.
...And so, is this line of thinking reasonable? Would a handful of high level adventurers, retiring with their wealth and knowledge and seeking to educate the masses, be able to spark a cultural and economic revolution?