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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Spells that would ruin the world
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<blockquote data-quote="Kinematics" data-source="post: 8678857" data-attributes="member: 6932123"><p>So a lot of the listed worries remind me of an anime — Ascendance of a Bookworm — and how it dealt with what could be considered similar problems.</p><p></p><p>First, as a medieval society, it uses mercantilism, not capitalism. The merchant guild and the various production guilds were everything, economically, and they strongly defended their monopolies. In Bookworm, the main character invents a wood-based paper, and that puts her in conflict with the guild that has the rights to make parchment (an animal skin-based paper).</p><p></p><p>And that right is enforced by something akin to the Blood-Writ Bargain spell. A contract was made, guaranteed by the Lord of the land, which gave the Parchment Guild exclusive rights to make and sell paper. Anyone else anywhere in the territory that violated that contract (knowingly or unknowingly) would be magically punished, and likely killed. The knowledge that such a contract existed, or even <em>could</em> exist, put a huge amount of pressure on anyone else pursuing a production craft that could potentially be under the contractual control of one of the guilds.</p><p></p><p>One difference that should be noted is that Blood-Writ Bargain only lasts 13 days, while the contracts in Bookworm were (more or less) permanent. It was a fundamental part of how their society's economy worked. It also required the use of a special ink (itself under the contractual control of a certain guild) which was incredibly expensive simply due to the fact that it was necessary to make these contracts, so it wasn't something used casually. The Merchant Guild kept tight control over such matters.</p><p></p><p>This would put the kibosh on freelancing Fabricate wizards. Still have to deal with however many of them the guilds manage to control, though.</p><p></p><p>The standard Blood-Writ Bargain spell I think is too easy, though, in that it has no cost at all, just a bit of blood to seal the contract. I don't think it would be too big a problem if it had even some basic level cost associated with it.</p><p></p><p></p><p>On the Alter Self issue, Wands of Magic Detection are fairly cheap. Getting 100% coverage in any area would be difficult, but having them available to higher-ranked guardsmen would not be out of line.</p><p></p><p>Calculate is not nearly as big a threat. It can only solve an equation; it can't determine what equation would be needed to solve the problem. </p><p></p><p>Continual Flame would be useful, and somewhat game-changing for any city, but it would run into coverage limits pretty quickly, particularly in terms of sabotage and theft.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8678857, member: 6932123"] So a lot of the listed worries remind me of an anime — Ascendance of a Bookworm — and how it dealt with what could be considered similar problems. First, as a medieval society, it uses mercantilism, not capitalism. The merchant guild and the various production guilds were everything, economically, and they strongly defended their monopolies. In Bookworm, the main character invents a wood-based paper, and that puts her in conflict with the guild that has the rights to make parchment (an animal skin-based paper). And that right is enforced by something akin to the Blood-Writ Bargain spell. A contract was made, guaranteed by the Lord of the land, which gave the Parchment Guild exclusive rights to make and sell paper. Anyone else anywhere in the territory that violated that contract (knowingly or unknowingly) would be magically punished, and likely killed. The knowledge that such a contract existed, or even [i]could[/i] exist, put a huge amount of pressure on anyone else pursuing a production craft that could potentially be under the contractual control of one of the guilds. One difference that should be noted is that Blood-Writ Bargain only lasts 13 days, while the contracts in Bookworm were (more or less) permanent. It was a fundamental part of how their society's economy worked. It also required the use of a special ink (itself under the contractual control of a certain guild) which was incredibly expensive simply due to the fact that it was necessary to make these contracts, so it wasn't something used casually. The Merchant Guild kept tight control over such matters. This would put the kibosh on freelancing Fabricate wizards. Still have to deal with however many of them the guilds manage to control, though. The standard Blood-Writ Bargain spell I think is too easy, though, in that it has no cost at all, just a bit of blood to seal the contract. I don't think it would be too big a problem if it had even some basic level cost associated with it. On the Alter Self issue, Wands of Magic Detection are fairly cheap. Getting 100% coverage in any area would be difficult, but having them available to higher-ranked guardsmen would not be out of line. Calculate is not nearly as big a threat. It can only solve an equation; it can't determine what equation would be needed to solve the problem. Continual Flame would be useful, and somewhat game-changing for any city, but it would run into coverage limits pretty quickly, particularly in terms of sabotage and theft. [/QUOTE]
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