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*TTRPGs General
What Magic Would Be Most Realistically Most Impactful?
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<blockquote data-quote="aramis erak" data-source="post: 7644130" data-attributes="member: 6779310"><p>(NB: reply to OP without having read rest of thread yet)</p><p></p><p>IMO, the three most important effects of D&D style magic come down to typical 1st-2nd level spells. One of which is in fact.</p><p></p><p>I'll assume the demographics from 3E's DMG mechanics... not because I like 3E, but because it's the easiest to use. </p><p></p><p>There are enough casters of 2nd level spells to make continual flame (or Continual light for other editions) a viable income stream... at about 300-350 per year, the senior acolytes of the God of Light can make these incidental magic items, and make a reasonable income from them.</p><p></p><p>This cheap light makes a HUGE difference in life. Crime rates, work hours, and recreational reading all massively increased when Gaslight became common... </p><p>Cheap light REALLY makes a huge difference, as can be seen with the massive increase in readership when the switch from gaslight to electric happened.</p><p></p><p>The healing magics really are the second major area, not the first. Workplace hazards will be handled on a cost-basis, rather than a safety-first basis... Who cares if you blow yourself up in the firework plant, if the staff healer can healing word you to keep you alive. This permeates to all levels. Warriors will be aiming to maim, not just kill, because repairing missing chunks is much harder than keeping them alive, and a missing arm isn't replaced by raise dead... and more importantly, if you pass the severed arm back, when the necromancer raises the zombies/skeletons, the raised undead still have only the limbs in their immediate vincinity....</p><p></p><p>The third group are the charm and mind control spells. Judges will likely hire casters to cast charm person, if they themselves don't do so, to question the witnesses without resistance. Truth spells, likewise, don't result in the whole truth, but do prevent all but the subtlest of deceptions-by-omission... and combined? you get it all. Moreover, Telepathy, when used intrusively, has the advantage of being able to find out what's still being omitted...</p><p>The truthsayers will be highly paid, and vital.... But these also have important elements of work-life... the caster with Charm Person is a vicious manager... you have no reason to distrust them, and if they're smart, you're going to be SUPER loyal... expect management changes to result in huge departure waves...</p><p></p><p>And, that's leaving out some interesting bits of various odd spells.</p><p></p><p>For example, if one can make a permanent daylight item... one can farm in a cavern as if in Fairbanks, Alaska in the summer. (Think Cabbages more than a meter across, 3 pound potatoes, 2' by 4" carrots and zucchini... in 3 months of growing season.)</p><p></p><p>Now, in Tunnels and Trolls, <em>Slush Yuck</em> turns rock to mud... for 10 minutes. Then, in whatever shape it's in, it turns back into rock. So, go up to a quarry's working face. Set out brick molds. Cast Slush Yuck. have a couple guys muck it into the molds... 10 minute working time. Then, pop the solid rock bricks out of the molds. And these molds can have tongue-in-groove.... less waste, and cheap stone tongue-in-groove bricks, possibly even pre-keyed for metal ties...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7644130, member: 6779310"] (NB: reply to OP without having read rest of thread yet) IMO, the three most important effects of D&D style magic come down to typical 1st-2nd level spells. One of which is in fact. I'll assume the demographics from 3E's DMG mechanics... not because I like 3E, but because it's the easiest to use. There are enough casters of 2nd level spells to make continual flame (or Continual light for other editions) a viable income stream... at about 300-350 per year, the senior acolytes of the God of Light can make these incidental magic items, and make a reasonable income from them. This cheap light makes a HUGE difference in life. Crime rates, work hours, and recreational reading all massively increased when Gaslight became common... Cheap light REALLY makes a huge difference, as can be seen with the massive increase in readership when the switch from gaslight to electric happened. The healing magics really are the second major area, not the first. Workplace hazards will be handled on a cost-basis, rather than a safety-first basis... Who cares if you blow yourself up in the firework plant, if the staff healer can healing word you to keep you alive. This permeates to all levels. Warriors will be aiming to maim, not just kill, because repairing missing chunks is much harder than keeping them alive, and a missing arm isn't replaced by raise dead... and more importantly, if you pass the severed arm back, when the necromancer raises the zombies/skeletons, the raised undead still have only the limbs in their immediate vincinity.... The third group are the charm and mind control spells. Judges will likely hire casters to cast charm person, if they themselves don't do so, to question the witnesses without resistance. Truth spells, likewise, don't result in the whole truth, but do prevent all but the subtlest of deceptions-by-omission... and combined? you get it all. Moreover, Telepathy, when used intrusively, has the advantage of being able to find out what's still being omitted... The truthsayers will be highly paid, and vital.... But these also have important elements of work-life... the caster with Charm Person is a vicious manager... you have no reason to distrust them, and if they're smart, you're going to be SUPER loyal... expect management changes to result in huge departure waves... And, that's leaving out some interesting bits of various odd spells. For example, if one can make a permanent daylight item... one can farm in a cavern as if in Fairbanks, Alaska in the summer. (Think Cabbages more than a meter across, 3 pound potatoes, 2' by 4" carrots and zucchini... in 3 months of growing season.) Now, in Tunnels and Trolls, [i]Slush Yuck[/i] turns rock to mud... for 10 minutes. Then, in whatever shape it's in, it turns back into rock. So, go up to a quarry's working face. Set out brick molds. Cast Slush Yuck. have a couple guys muck it into the molds... 10 minute working time. Then, pop the solid rock bricks out of the molds. And these molds can have tongue-in-groove.... less waste, and cheap stone tongue-in-groove bricks, possibly even pre-keyed for metal ties... [/QUOTE]
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