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General Tabletop Discussion
*TTRPGs General
The problems in Designing a High Magic Campaign.
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<blockquote data-quote="Xeriar" data-source="post: 930176" data-attributes="member: 4116"><p>Take a good look at the hallow and unhallow spells. Note their instantanious duration.</p><p></p><p>Entire cities will be covered in these, if not even entire nations. This causes a few rather major changes.</p><p></p><p>1: Charm, Domination and other mind control effects are useless.</p><p></p><p>2: Evil (or Good) creatures may not be summoned.</p><p></p><p>3: The buried dead stay dead. Necromancers cannot create vast armies from the royal catacombs.</p><p></p><p>4: The forces of good (or evil) fight at an effective 10% bonus. This is a pretty serious benefit.</p><p></p><p>---</p><p></p><p>Other important spells to consider, as a group, are insta-kill and ressurection spells. It may be a good idea to choose either to change these (making them both less potent), restrict them in some way, etc.</p><p></p><p>---</p><p></p><p>Teleportation Circle is another good one. One pair of circles can transport 80,000 troops in a day (one-way).</p><p></p><p>Spells like Shadow Walk and Ethereal Jaunt create potentials for portals through other planes - in fact I am in a campaign right now where access to the Astral has been sealed off, and vast armies are being marched through shadow-gates.</p><p></p><p>You should have some spell in your campaign that protects people and/or objects from disintegrate. Either partially or totally.</p><p></p><p>A dimensional lock spell is also a must.</p><p></p><p>---</p><p></p><p>Spells like Gentle Repose are great for keeping harvests from decaying. This can potentially save a great deal of food.</p><p></p><p>Druids and wizards, with control weather, can keep vast areas stable and productive.</p><p></p><p>Spells like Plant Growth and Create Food really depend on the number of mid-level druids and clerics in proportion to your population, but they chould not be used to supplement a population's food supply. Great for facing down seiges, though.</p><p></p><p>Purify food and drink, and create water (along with eternal fountains and whatnot) can help to perfect a city's water supply and septic system.</p><p></p><p>Cure disease can stop some plagues before they start, but not all.</p><p></p><p>Although others have expressed distaste for having continual flame lighting the streets, and so on, it has been observed that the ultimate limiter on a city's size has not been food or water, but its fuel supply. Removing light sources from the equation eliminates an entire barrier.</p><p></p><p>Spells like dimension door and teleport have the serious potential of distancing the aristocracy even further from the commonfolk (and in medieval times they already considered eachother seperate species!)</p><p></p><p>If your civilization is particularly old and been producing food for awhile, the effects of superior plant breeding will show up and food will become more plentiful. This is not a modern effect so much as one of a stable society with the ability to afford giving up the best of its crops for awhile.</p><p></p><p>---</p><p></p><p>Lightning bolt, and its varients, can slay armies. Either armies look more like modern special forces, or armies are equiped with something that can give the mass of them electricity resistance.</p><p></p><p>Watch out for the guy who shows up with energy substitution.</p><p></p><p>The watch, or whatever police forces exist, should have rapid access to a magic item which lets them call for a good deal of backup if the need arises.</p><p></p><p>---</p><p></p><p>Wall of Stone, Wall of Iron, Move Earth, Liveoak... Spells such as these can greatly expand, refine, and speed construction. Specialized versions of disintegrate can be used in conjuction to create elaborately built structures.</p></blockquote><p></p>
[QUOTE="Xeriar, post: 930176, member: 4116"] Take a good look at the hallow and unhallow spells. Note their instantanious duration. Entire cities will be covered in these, if not even entire nations. This causes a few rather major changes. 1: Charm, Domination and other mind control effects are useless. 2: Evil (or Good) creatures may not be summoned. 3: The buried dead stay dead. Necromancers cannot create vast armies from the royal catacombs. 4: The forces of good (or evil) fight at an effective 10% bonus. This is a pretty serious benefit. --- Other important spells to consider, as a group, are insta-kill and ressurection spells. It may be a good idea to choose either to change these (making them both less potent), restrict them in some way, etc. --- Teleportation Circle is another good one. One pair of circles can transport 80,000 troops in a day (one-way). Spells like Shadow Walk and Ethereal Jaunt create potentials for portals through other planes - in fact I am in a campaign right now where access to the Astral has been sealed off, and vast armies are being marched through shadow-gates. You should have some spell in your campaign that protects people and/or objects from disintegrate. Either partially or totally. A dimensional lock spell is also a must. --- Spells like Gentle Repose are great for keeping harvests from decaying. This can potentially save a great deal of food. Druids and wizards, with control weather, can keep vast areas stable and productive. Spells like Plant Growth and Create Food really depend on the number of mid-level druids and clerics in proportion to your population, but they chould not be used to supplement a population's food supply. Great for facing down seiges, though. Purify food and drink, and create water (along with eternal fountains and whatnot) can help to perfect a city's water supply and septic system. Cure disease can stop some plagues before they start, but not all. Although others have expressed distaste for having continual flame lighting the streets, and so on, it has been observed that the ultimate limiter on a city's size has not been food or water, but its fuel supply. Removing light sources from the equation eliminates an entire barrier. Spells like dimension door and teleport have the serious potential of distancing the aristocracy even further from the commonfolk (and in medieval times they already considered eachother seperate species!) If your civilization is particularly old and been producing food for awhile, the effects of superior plant breeding will show up and food will become more plentiful. This is not a modern effect so much as one of a stable society with the ability to afford giving up the best of its crops for awhile. --- Lightning bolt, and its varients, can slay armies. Either armies look more like modern special forces, or armies are equiped with something that can give the mass of them electricity resistance. Watch out for the guy who shows up with energy substitution. The watch, or whatever police forces exist, should have rapid access to a magic item which lets them call for a good deal of backup if the need arises. --- Wall of Stone, Wall of Iron, Move Earth, Liveoak... Spells such as these can greatly expand, refine, and speed construction. Specialized versions of disintegrate can be used in conjuction to create elaborately built structures. [/QUOTE]
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