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<blockquote data-quote="Steampunkette" data-source="post: 8311670" data-attributes="member: 6796468"><p>I'm gonna ask two questions about the setting and offer some example ideas to help out.</p><p></p><p><strong>1) Who is keeping the world Predictable and Stable?</strong></p><p>If "The Church" is the answer, here, then Divine Magic should be rare in the quantity of people who use it, but face no spell limitations whatsoever. The Church holds all, or the majority of, the power. Inquisitions might be something that happens where Arcane magic is viewed as "Wicked" and practitioners are hunted, even killed, for their actions.</p><p></p><p>If "Mundane Nobility" is the answer, here, then combat-magic should be highly regulated. Possibly kept under literal lock and key in keeps, castles, and barracks and issued -only- to soldier-wizards through the arcano-military complex. While more mundane magics (Prestidigitation, Mending, Animal Messenger) might be something found in the hands of a provincial hedge-wizard. Should someone cast spells outside the "Approved" list they could become a Criminal and face consequences.</p><p></p><p>If the answer is "No One" then it might be best to just look at the spells and ask yourself what spells would be cast on a common enough basis to be remembered throughout a long time of little magical need.</p><p></p><p><strong>2) What sort of Story are you looking to tell?</strong></p><p>I know you're going for "The world is actually way more magical than you know, and you'll learn that during play" as an angle, which is a fun direction to go! But I more mean whether it's going to center around a violent dichotomy of the world within society and the world without. If the players are going to go out into the world and slowly discover magic and bring some of it back that's one thing. But if society is trying to keep the magic and chaos out through magic-limitations there could be a "War" brewing, or at least skirmishing. That should help shape what spells are available.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8311670, member: 6796468"] I'm gonna ask two questions about the setting and offer some example ideas to help out. [B]1) Who is keeping the world Predictable and Stable?[/B] If "The Church" is the answer, here, then Divine Magic should be rare in the quantity of people who use it, but face no spell limitations whatsoever. The Church holds all, or the majority of, the power. Inquisitions might be something that happens where Arcane magic is viewed as "Wicked" and practitioners are hunted, even killed, for their actions. If "Mundane Nobility" is the answer, here, then combat-magic should be highly regulated. Possibly kept under literal lock and key in keeps, castles, and barracks and issued -only- to soldier-wizards through the arcano-military complex. While more mundane magics (Prestidigitation, Mending, Animal Messenger) might be something found in the hands of a provincial hedge-wizard. Should someone cast spells outside the "Approved" list they could become a Criminal and face consequences. If the answer is "No One" then it might be best to just look at the spells and ask yourself what spells would be cast on a common enough basis to be remembered throughout a long time of little magical need. [B]2) What sort of Story are you looking to tell?[/B] I know you're going for "The world is actually way more magical than you know, and you'll learn that during play" as an angle, which is a fun direction to go! But I more mean whether it's going to center around a violent dichotomy of the world within society and the world without. If the players are going to go out into the world and slowly discover magic and bring some of it back that's one thing. But if society is trying to keep the magic and chaos out through magic-limitations there could be a "War" brewing, or at least skirmishing. That should help shape what spells are available. [/QUOTE]
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