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Thoughts on non-adventurer spells
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<blockquote data-quote="Greenfield" data-source="post: 5592327" data-attributes="member: 6669384"><p>I feel your pain, Jimlock.</p><p></p><p>What does a court wizard do, when the castle isn't under siege by dark forces, and there aren't evil plans afoot? Stroke his beard and scowl at people? Retire to his tower and stir his huge cauldron all day? (Hey, if it were me, I'd pack a picnic lunch and head out for Elysium.)</p><p></p><p>There are low magic worlds, where the average person will see little magic in their lifetimes, and be glad of it.</p><p></p><p>There are also high magic worlds, where the village priest tends to the sick and injured with healing magic, enchanted vessels sail the skies, and one person in ten has some mystical talent. (That's actually the percentage I've heard quoted most often, by the way.)</p><p></p><p>Each DM has to decide just how common magic is in their world, and what flavor it has. I've played in game worlds where some kingdoms were very afraid of magic, and consequently mistrusted all casters, while the kingdom just over the mountains from them was rich with the stuff, and there was a royal academy for the arcane.</p><p></p><p>It's all part of the game. I was just suggesting some ideas for magic that wasn't ultimately intended to kill things.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5592327, member: 6669384"] I feel your pain, Jimlock. What does a court wizard do, when the castle isn't under siege by dark forces, and there aren't evil plans afoot? Stroke his beard and scowl at people? Retire to his tower and stir his huge cauldron all day? (Hey, if it were me, I'd pack a picnic lunch and head out for Elysium.) There are low magic worlds, where the average person will see little magic in their lifetimes, and be glad of it. There are also high magic worlds, where the village priest tends to the sick and injured with healing magic, enchanted vessels sail the skies, and one person in ten has some mystical talent. (That's actually the percentage I've heard quoted most often, by the way.) Each DM has to decide just how common magic is in their world, and what flavor it has. I've played in game worlds where some kingdoms were very afraid of magic, and consequently mistrusted all casters, while the kingdom just over the mountains from them was rich with the stuff, and there was a royal academy for the arcane. It's all part of the game. I was just suggesting some ideas for magic that wasn't ultimately intended to kill things. [/QUOTE]
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