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General Tabletop Discussion
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What high-level spells could warp society?
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<blockquote data-quote="TwoSix" data-source="post: 9563134" data-attributes="member: 205"><p>I don't think most settings really do the work to establish why they don't, which is unfortunate, but I think a lot of reasons can exist; any or all of these might apply to a specific setting.</p><p></p><p>1) Magical potential is limited. This is the Eberron approach (and the approach I'm putting some math to in this thread). Learning some magic is fairly easy, but learning higher level spells is near impossible except for one in many millions outliers. Possibly a function of genetics/biology, or the magical "field" of the world simply is tuned low. (Possibly deific influence or the Draconic Prophecy in Eberron's case.)</p><p></p><p>2) Magical potential is rare. Having the spark to become an arcane caster of any sort, or being chosen by the gods/spirits/etc, is simply a very rare event. Magic isn't prevalent because hardly anyone can do it. This is sort of implied by a good amount of D&D-ish settings, but not always enforced with care. (Wizards are rare, but every major city has a magic school?)</p><p></p><p>3) Low population density. Specifically targetting learnable/replicable arcane magic (wizard/artificer stuff), the population might not be high enough to support a curriculum of finding and educating budding arcanists. </p><p></p><p>4) Deific or cultural edicts. Various temples, nobles, gods, etc., might frown on magical ability as a destablizing (or evil) activity, thus making penetration of magical development unlikely. </p><p></p><p>5) Magic as destablizing force. Magic, as something unnatural or alien, could attract unwanted attention from their larger world. Monsters could be drawn to arcane energy, thus putting cultures with arcane traditions at risk if they escalate their magic use in defending themselves from these threats.</p><p></p><p>There's definitely others, but that seems like a good starting list for stuff I've seen in various fantasy works over the years.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9563134, member: 205"] I don't think most settings really do the work to establish why they don't, which is unfortunate, but I think a lot of reasons can exist; any or all of these might apply to a specific setting. 1) Magical potential is limited. This is the Eberron approach (and the approach I'm putting some math to in this thread). Learning some magic is fairly easy, but learning higher level spells is near impossible except for one in many millions outliers. Possibly a function of genetics/biology, or the magical "field" of the world simply is tuned low. (Possibly deific influence or the Draconic Prophecy in Eberron's case.) 2) Magical potential is rare. Having the spark to become an arcane caster of any sort, or being chosen by the gods/spirits/etc, is simply a very rare event. Magic isn't prevalent because hardly anyone can do it. This is sort of implied by a good amount of D&D-ish settings, but not always enforced with care. (Wizards are rare, but every major city has a magic school?) 3) Low population density. Specifically targetting learnable/replicable arcane magic (wizard/artificer stuff), the population might not be high enough to support a curriculum of finding and educating budding arcanists. 4) Deific or cultural edicts. Various temples, nobles, gods, etc., might frown on magical ability as a destablizing (or evil) activity, thus making penetration of magical development unlikely. 5) Magic as destablizing force. Magic, as something unnatural or alien, could attract unwanted attention from their larger world. Monsters could be drawn to arcane energy, thus putting cultures with arcane traditions at risk if they escalate their magic use in defending themselves from these threats. There's definitely others, but that seems like a good starting list for stuff I've seen in various fantasy works over the years. [/QUOTE]
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