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The problems in Designing a High Magic Campaign.
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<blockquote data-quote="MarauderX" data-source="post: 931505" data-attributes="member: 9990"><p>Reading all of this, I feel I have to reitterate that you should consider how spells that high level NPCs can cast DAILY affect the lives of all the other citizens in the campaign world. I do the same as Pirate Cat has mentioned above, just keeping the high level NPCs and magic rare, not over the top but noticeable if the PCs are friends with the Elminster types. </p><p></p><p>You might want to design 4 or 5 wizards and a cleric of each religion at high levels to give you an idea of the spells they have and how they keep each other in balance if they live in or close to the same city. Think of all of the PrCs that can be had, and how having just one high level lawful evil guy can wreak havoc and undermine everything in the town just through sharing information via scrying or other magical means. </p><p></p><p>I always advocate planning ahead, far far ahead, for any situations the PCs may run into. I try to give a good layout of the campaign world, but invariably there is always a player that asks "so where's the magic shop in this town?" and I have to explain that although there are magic items for sale sometimes, you have to work for it somehow, such as finding out where an auction is about to be held for a few rare items from a dead noble with no heirs. Knowing the capabilites and limitations of the higher level spells in concert with one another is key, and joining/running an epic level campaign is a good way to start IMO. You can see how dispel magics and two dimension doors work great for robbing a tightly sealed vault at a bank, and how regular scrying at high level in conjunction with other abilities can really affect a campaign. Permanent true sight and other insightful spells that last a long time or have triggers can really make sneaking around a city at night a hazardous affair if spotted. </p><p></p><p>Have fun with it, and don't be afraid to throw some spells at your PCs out of nowhere to frustrate them, as long as the rewards are equally worth the trouble of figuring out how to counter the magic.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 931505, member: 9990"] Reading all of this, I feel I have to reitterate that you should consider how spells that high level NPCs can cast DAILY affect the lives of all the other citizens in the campaign world. I do the same as Pirate Cat has mentioned above, just keeping the high level NPCs and magic rare, not over the top but noticeable if the PCs are friends with the Elminster types. You might want to design 4 or 5 wizards and a cleric of each religion at high levels to give you an idea of the spells they have and how they keep each other in balance if they live in or close to the same city. Think of all of the PrCs that can be had, and how having just one high level lawful evil guy can wreak havoc and undermine everything in the town just through sharing information via scrying or other magical means. I always advocate planning ahead, far far ahead, for any situations the PCs may run into. I try to give a good layout of the campaign world, but invariably there is always a player that asks "so where's the magic shop in this town?" and I have to explain that although there are magic items for sale sometimes, you have to work for it somehow, such as finding out where an auction is about to be held for a few rare items from a dead noble with no heirs. Knowing the capabilites and limitations of the higher level spells in concert with one another is key, and joining/running an epic level campaign is a good way to start IMO. You can see how dispel magics and two dimension doors work great for robbing a tightly sealed vault at a bank, and how regular scrying at high level in conjunction with other abilities can really affect a campaign. Permanent true sight and other insightful spells that last a long time or have triggers can really make sneaking around a city at night a hazardous affair if spotted. Have fun with it, and don't be afraid to throw some spells at your PCs out of nowhere to frustrate them, as long as the rewards are equally worth the trouble of figuring out how to counter the magic. [/QUOTE]
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