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Friday, October 30, 2020

Commoner Magic: Of Saints and Grimms

Last time, I was burned out on the D&D due to its magic and trying to figure out how to resolve my problems with it all. Maybe the solution to the madness is to just... embrace it all. And make the world saturated with magic. And yet to make the magic rarer. So let's try out an experiment and see where this goes!

Note: Don't take any of this as a thing written in stone. This is me speculating on a setting from the ground up, figuring out what would it take to make a sensible high magic world. Of course, your world can and probably is different from any of the following.

Note 2: Whenever I speak "commoner" in this article, I don't necessarily mean the CR 0 creature. It can be any humanoid who is not an adventurer or related to an adventure. A city guard, a local priest, a traveling merchant, etc.

Edit: One last important detail I forgot to mention, a lot of these options come from the Compendium of Forgotten Secrets: Awakening. Thanks once again to Genuine Believer for awesome work that keeps inspiring me!


On the Magical Frequency

It takes a lot of effort to become most of the classes. Adventurers have a drive for this, but commoners, for the most part, don't. Barbarians, monks, fighters, and rogues all require some sort of training that could take up a long time. As for the spellcasters:

  • Artificer and Wizard require some level of intelligence and large amounts of time to study and memorize everything necessary to perform your magic (or invent things, in the case of an artificer).
  • Bard learn their magical arts by trial and error in guesswork.
  • Cleric is someone chosen by a deity.
  • Druid and Rangers share a connection with nature itself and are thus bestowed with its magic.
  • Paladin requires martial training and eventually an oath they make, whether it's made with a deity in mind or not.
  • Sorcerer has a magical ancestry of some kind that can manifest randomly.
  • And a Warlock, ... well, they make a deal with some otherworldly patron.

In the end, I think it's fair to say that the easiest class to become is a warlock. All it takes is to give up something for power. You don't have to be born into some powerful family, chosen by a deity, go through rigorous training or study, or do anything else intensive. With that being said, it's fair to assume that a majority of ordinary people who want some magical advantage would seek a way of becoming a warlock.


Yes, even you can be a warlock for a low-low price of your soul!
Serf Token for Magic: the Gathering, by AaronMiller


Culture of Warlockhood

Warlocks are part of public knowledge, possibly even more widespread than being a wizard or a sorcerer. It can be socially acceptable or unacceptable, depending on the culture you're in, and your patron choice.

People of this world split the otherworldly patrons into two groups generally: Saints and Grimms. The difference between them is quite simply seeing which of them is perceived as benevolent, and which is malevolent. Bear in mind, this is not about their actual nature, but perception. This allows for the same patron to be seen as a Saint in one culture and a Grimm in another. The patrons themselves can still be morally ambiguous if the DM wishes so.

I should emphasize that not everyone will become a warlock. Some just don't like the idea of relying on magic in their everyday lives. Of course, that kind of limits them in what they can do and how fast/well they can do it. Besides, soul is a rather low price. To quote one of the Saints:

"Ownership of your soul is not important if you can't be expected to receive a resurrection. And that's an expensive thing to arrange too! You have to get an expensive material, someone powerful enough to resurrect you, possibly your body too. If you'll be willing to give me your soul, I'll make it worth your time."
Saint of Services 

Following are the saints I came up with so far, along with the professions they look after and some of their abilities. They're usually roughly 2-3 levels of warlock, but don't expect them to be perfect player characters: worldbuilding here takes priority for me over mechanics, so rarely I added an extra invocation, considered some spell to be a warlock spell, or broke the rules in another way. For now I decided to keep the original names for the clarity of the reader, but each of these could be flavored in a positive way. The Experienced section describes the abilities of those who have practiced their profession for very long and shared their experiences with others. Such individuals could usually be found in bigger cities where guilds are. Finally, I don't think listing Grimms is necessary, since those tend to work like regular warlock patrons one might expect.


Saints

Saint of Communication

Patron of: couriers, criers, heralds, messengers

  • At-will: blade ward, magic stonesilent image
  • Leveled (2 slots): comprehend languages, expeditious retreat, illusory script
  • Awakened Mind. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
  • Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Experienced
    • Pact of the Tome: guidancelight, resistance
    • Aspect of the Moon. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.


Saint of Crafts

Patron of: alchemists, architects, artisans (leatherworkers, masons, potters, smiths, tailors, ...), miners, woodcutters

  • At-will: mending, prestidigitation; silent image
  • Leveled (2 slots): feather fall, unseen servant
  • Secrets of the Lost. Whenever you finish a long rest, you gain proficiency in two skills, languages, or tools of your choice. You remain proficient in these until you finish another long rest, at which point you can choose new ones to replace them.
  • Additionally, you gain a swimming speed equal to your walking speed.
  • Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Experienced
    • Pact of the Chain: wandering stranger**
    • Awestruck Awakening. Whenever you finish a long rest, your mind overflows with the terrible secrets of your patron. You can speak to one allied creature over the course of 10 minutes, filling its mind with what you’ve learned. That creature can add your proficiency bonus to one skill or tool of your choice that it is not already proficient in until its next long rest. 


Saint of Education

Patron of: calligraphers, cartographers, librarians, printers, scholars, scribes, tutors

  • At-will: mage hand, prestidigitation
  • Leveled (2 slots): comprehend languages, unseen servant
  • Recovered Memories (1/long rest). As an action while standing adjacent to a corpse, you can produce an iridescent acid that consumes the corpse over the course of 1 minute. Once the process has finished, you can reabsorb the acid to access the creature’s memories. You gain information about the creature’s last 48 hours alive and the most important memories from their final year of life.
  • Eyes of the Rune Keeper. You can read all writing.
  • Experienced
    • Pact of the Tome: mendingmessage, seek phrase*
    • Catalogue of Experiences. Whenever you use your Recovered Memories feature to absorb the knowledge of a creature, you can store the experience in your Book of Shadows, and make it come to life upon the pages of the book. You can copy and transfer any memories within your Book to another creature by touching them with the Book as an action.


Saint of Joy

Patron of: artists, jesters, minstrels, performers, street magicians

  • At-will: minor illusion, prestidigitation; disguise self, silent image
  • Leveled (2 slots): charm person, unseen servant
  • Seeker of the Sound. You gain proficiency in the Performance skill and with all musical instruments. You can use a musical instrument as a spellcasting focus for your warlock spells, and can play it in place of using a verbal spellcasting component. When you cast a spell that has only a verbal and somatic component, you can choose to cast it as though it only had a verbal component.
  • Experienced
    • Pact of the Tome: dancing lights, thaumaturgy, one of the following: control flames, gust, mold earth, shape water
    • Scroll of Imperial Authority. Whenever you can see a creature charmed by you, you can use your bonus action to cause it to speak any phrase you wish. The creature thinks that it chose to say those words of its own volition, though they may not believe them to be true.


Saint of Lawkeeping

Patron of: Baron; Count; Detective; Duke; Inquisitor; Judge; Knight; Lawyer; Marshal; Priest (Canon); Reeve; Sexton; Sheriff; Taxer; Theologian; Warden

  • At-will: blade ward, prestidigitation
  • Leveled (2 slots): hex, illusory scriptsanctuary
  • Bound to the Portrait. You create and magically bind yourself to your Gray Portrait. The Gray Portrait is a Small or Medium object that weighs at least 15 pounds, has AC 15, 10 hit points, resistance to all damage, and uses your statistics for saving throws. It can be repaired at a rate of 1 hit point per minute. You can choose to see through the Portrait’s eyes at any time and are always aware of its current state. If your portrait is destroyed, you tirelessly construct another during your next long rest, and you gain no benefit from that long rest.
  • If a spell has the sole effect of restoring you to life, such as revivify, the caster can cast the spell on the portrait as though it were your whole corpse without using material components, causing you to step forth from your portrait. However, if your portrait is destroyed and you are dead, you can’t be revived without the use of the wish spell.
  • You can use your action to cure yourself of any effect that is causing you to be poisoned, diseased, cursed, blinded, or deafened, sending the affliction to appear on your portrait. You can’t do this if it is destroyed.
  • Experienced
    • Pact of the Tome: dancing lights, guidance, message
    • Ledger of the Deceased. Whenever a creature that you can see within 120 feet of you dies or you touch a corpse, you can choose to have their name be magically inscribed in your Book of Shadows. That creature’s corpse is always considered to be present and whole within your Book. If your Book of Shadows is destroyed, all the names within are lost.
    • Preserved Document. You are instantly aware of any attempt by the other parties to break the terms of any contract or written agreement signed by you. If the contract is broken, you become aware of it.
    • Scripture of Natural Law. You can cast zone of truth once without expending a spell slot. This use recovers when you finish a short or long rest. You automatically succeed on saving throws against this spell.


Saint of Prosperity

Patron of: bakers, brewers, butchers, distillers, falconers, farmers, farriers, fishermen, fruit pickers, gamekeepers, gatherers, gardeners, grocers, grooms, houndsmen, millers, physicians, shamans, shepherds, smokers, soothsayers, surgeons

  • At-will: light, magic stone, prestidigitationsacred flame; speak with animals
  • Leveled (2 slots): cure wounds, unseen servant
  • Healing Light (3d6/long rest). As a bonus action, you can heal one creature you can see within 60 feet of you, spending up to 2 dice from the pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
  • Experienced
    • Pact of the Tome: control flames, druidcraftspare the dying
    • Leveled: lesser restoration
    • Book of Ancient Secrets (ritual only): augury, ceremony, gentle repose, skywrite
    • Grimoire of the Endless Rain. Whenever you finish a long rest, you can perform a percussive ritual over the course of 10 minutes to change the weather. When you finish, an unnatural storm with a 1-mile radius rolls in and follows you, gently raining and occasionally flashing with lightning.


Saint of Protection

Patron of: archers, executioners, guards, hunters, mercenaries

  • At-will: blade wardbooming blade; mage armor
  • Leveled (2 slots): expeditious retreathex
  • Hexblade's Curse (1/short rest). As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
    • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    • If the cursed target dies, you regain 5 hit points.
  • Hex Warrior. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
  • Experienced
    • Pact of the Blade.
    • Aspect of the Moon. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

Saint of Services

Patron of: bankers, chefs, cooks, innkeepers, merchants, servants

  • At-will: prestidigitation; detect magic
  • Leveled (2 slots): identify, illusory script, unseen servant
  • Weight of Gilt. You have a single coin known as a Gilded Coin. You can summon the coin to your hand or dismiss this coin as a bonus action regardless of its location. Other creatures see this coin as 1 gp or other appropriate currency of equivalent value. You are always aware of who is in possession of your Gilded Coin.
  • As an action, you can choose to convert all currency you have in your possession into an equivalent value in any other denomination or currency. For example, you can convert gold coins into an equivalent value of silver or copper pieces, or change them into other currencies you’ve seen before. Additionally, you can choose to conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse.
  • Beguiling Influence. You gain proficiency in the Deception and Persuasion skills.
  • Experienced
    • Pact of the Chain: sprite


* found in The Compendium of Forgotten Secrets: Awakening

** found in The Compendium of Soulforged Artifacts. If it's not available, feel free to use a CR<=1 humanoid statblock without spellcasting instead


Final Notes

I'm afraid that these all feel same-y, with stuff like prestidigitation and unseen servant repeated too many times, but then again the pool of options useful for ordinary villagers in the warlock class is rather small. If you're a DM who wishes to use these, you can adjust these as you want: add or remove spells or features, change specifics of how these features work, etc. So far I didn't make up any lore or names for the Saints, because I wanted to present this idea and gather feedback on it before investing more time into this. If I receive enough suggestions, requests, or inspiration, I could make a continuation and/or update. Thank you for reading, and have a nice day!

Monday, October 26, 2020

Elder Relics


I started to play Hades, and since then I found it hard to stop. Its visuals and music are great, the gameplay is awesome, I love the story, and it's clear that Supergiant Games have made yet another masterpiece. There's one part of the game in particular that I found fascinating, and decided I should incorporate in the D&D somehow. I figured that instead of publishing it once ever and not telling a word on my blog, I'll instead talk about it on my blog first and then publish it all at once, possibly after I get some feedback and expand on the concept. This is meant to solve problems such as oversaturation of magic items in the group, as well as power scaling and synergizing items in interesting ways. In one form or another, I know I've tried to make it many times before, but the truth is that there's no one perfect way to do it... or is there?

No, but this is a fair attempt.


Elder Relics

"This weapon is far from ordinary, for it has the power of its former wielders imprinted into it. You just have to search the world for these heroes to uncover your weapon's full potential."

Elder Relics are magical items that possess the power of keeping the power of its previous owners hidden within. Most often, they take form of a weapon, but other items such as armor sets, cloaks, gloves, and many others are not unheard of. Their origin is mysterious, but it's certain is that no mortal hands could have created any of these relics.

Will of Their Own. While the Elder Relics seemingly possess a will of their own, it's not known whether they are actually sentient or not. There is no known way to communicate with them, as any attempts in the past have failed, but they do seem to be able to choose their bearers in many subtle manners.

Aspects. The Elder Relics were involved in some of the most significant events in the history, wielded by a variety of heroes, yet not recognized as one and the same due to their different forms and differing locations. When the Elder Relic is held by a bearer it has chosen, its appearance will change, enveloped temporarily in wisps of light and darkness until its form reflects the character of the one holding it. Each of these Aspects holds a different power, which means that the weapon could potentially lose any resemblance to what its previous mythical bearers were used to.

According to some rumors, it is possible for the Elder Relic to exhibit multiple Aspects at once. Supposedly, this requires the bearer to persevere numerous hard situations and growth in character.


General Guidelines

When creating the Elder Relics, it's recommended to follow these guidelines:

  • Follow the guidelines for crafting regular magic items.
  • Every Elder Relic requires an attunement by a creature whose aspect the Relic currently bears. Elder Relic is a rarity of its own due to the complexity these items bear.
  • If the Elder Relic possesses properties that grant a +X bonus, none of the bonuses should be +3 or greater, and the sum of all such properties should be no greater than +3.
  • None of the Elder Relic properties should assume that the bearer has access to a specific racial trait, class feature, or a feat.
When you're putting an Elder Relic into your game, consider which of the players do you want to give this Relic to, and which of the listed properties fits their character the best. Then, consider some of the legendary heroes in the past that could have used this weapon for their own benefit, and which aspect fit each the most. Try to create a backstory, or a myth related to each of these heroes. Bear in mind that you do not have to come up with all of them at once—you are the one who determines which Aspects do the players unlock and when.

Tenacious Warhammer

Weapon (warhammer), Elder Relic (requires attunement)

The Tenacious Warhammer is a relic known for its abilities of granting people the willpower to stay active even in the direst situations.

As soon as a creature chosen by the Tenacious Warhammer grasps it, the weapon transforms into an aspect of the creature, determined by the DM. A creature can attune to the warhammer only if it currently bears the creature's aspect. Whenever the attuned wielder of this warhammer makes a Wisdom saving throw with advantage, they can reroll one of the dice once.

If the bearer has uncovered any other Aspects of the warhammer, they can choose which of the aspects the warhammer will bear after finishing a long rest. Starting at 5th level, they can choose 2 aspects at once. This number increases to 3 aspects at 11th level, and 4 aspects at 17th level.

  d10  
  Aspect Property
1 When you hit a creature with the warhammer, you can choose to deal an extra damage equal to your current number of hit points. If the creature is reduced to 0 hit points, your lose one half of your hit points, otherwise you are reduced to 1 hit point.
2 The warhammer gains a thrown (20/60 ft.) property. You can use your bonus action to cause the warhammer to fly directly to your hand if possible, avoiding any obstacles on the way.
3 You can use an action to cast the earth tremor spell (save DC 11 + your proficiency bonus) from it by striking the ground with the warhammer.
4 On your turn, you can move along vertical surfaces without falling during the move. At the end of your turn, you can prevent yourself from falling by anchoring the warhammer into a surface within your reach. If you use the warhammer, it is no longer anchored.
5 The warhammer can be used as a tool. When it's used this way, you can craft at a rate of 30 gold pieces per hour.
6 The warhammer's damage die becomes a 1d12, and you can't be disarmed of it.
7 The warhammer deals an extra 1d10 cold damage to any target it hits, and such target's movement speed is reduced by 10 feet until the start of your next turn.
8 You can announce one creature's crimes or sins on your turn (no action required). If the warhammer deems these misdoings to be worthy of a punishment, whenever it deals damage to this creature, it deals extra 3d6 psychic damage.
9 You have a +1 bonus to attack and damage rolls made with the warhammer.
10 You have a +2 bonus to attack and damage rolls made with the warhammer.

Saturday, October 3, 2020

My Problem with D&D's Magic

First of all, let me inform you that this article will be reposted both on my blog and on the reddit, plus the reddit will be linked on several discord servers I’m a member of. The reason why is because I need as many opinions as possible, and I want to get a discussion going. I would prefer the most if your responses were on the reddit post, due to the ability to directly reply to other replies while keeping things organized and easier to read. If you can’t reply here for some reason, you can reply on the blog, or ping me on the Discord on which you saw this with your reply. Thank you.


Core Problem

Admitting you have a problem is the first step in fixing the problem. I’ve been burned out for about three months, unable to DM my D&D campaigns. It’s for multiple reasons, some of which include the slow erosion of my group’s enthusiasm for the games, their need to overthink the problems at hand, and the worldwide situation these days. But none of those can compare to my biggest problem. I don’t have enough suspension of disbelief in my own worlds anymore. I can’t seem to run high hard magic worlds, and I don’t know how to move on, how to solve this problem, which is why I’m writing all of this. I need help.

In order to clear some things up, let’s start with some definitions.


Magic Alignment

Who here loves alignment charts? Love or hate them, there’s one for magic systems and I need to talk about it in order to properly address my issue. I’ll try to avoid getting too wordy with these, since this essay is already gonna be very long, so I apologize ahead of time if there will be any oversimplifications.

On one axis, there’s the hardness of magic. Hard magic has defined rules, soft magic barely has any. A neat way to think of the purposes of these is that hard magic is a solution, and soft magic is a problem, very generally speaking.

On the other axis, you have high and low magic. I have written in the past about various types of low magic, so I know this is not a good thing to turn into a one dimensional spectrum. For now, let’s just put forward some types of low magic, and assume there are opposite types of high magic:

  • low power: magic that’s not that powerful (throwing firebolts / throwing fireballs / casting meteors from the sky)
  • low frequency: magic that’s not so frequent (a single wizard in a tower / a wizard school / a city where anyone can cast magic to some extent)
  • low possibility: magic that can do very few things (one school of magic / some schools of magic / all schools of magic)
  • low reliability: magic that’s prone to not doing what you expect it to (think wild magic sorcerer compared to most other spellcasters)

Statement: D&D’s magic system is assumed to be mostly hard, and either medium or high on all of the types described above. Proof:

  • With relatively few exceptions, such as wild magic surges or the wish spell used for something that’s not a spell nor on its list, magic is very predictable, and assumed to be a tool to be used by the players to solve their problems. Therefore, it’s mostly hard and in the majority of the cases medium or high reliability magic.
  • Wish exists, therefore high power magic. Okay, jokes aside, the D&D’s magic is capable of so many powerful things, that it would be ridiculous to say it’s not high power, RAW. Casting meteors, cancelling magic in areas, becoming immune to all damage temporarily, imprisoning things potentially forever, and literally making your wishes come true… Keep in mind that the fact that the game has you start with cantrips and low level spells doesn’t mean that this magic doesn’t exist in the world. Therefore, it’s high power magic.
  • The only thing I can think of that D&D’s magic can’t do is time travel. And even that is something that some homebrews try to fix, as well as one monster in the Monster Manual. Oh wait, it can in theory be done with a wish, assuming the DM is benevolent enough to let it. Even then, there’s very little that magic can’t do. Therefore, it's a high possibility magic.
  • Now the frequency is the hardest one to prove, because it depends on the world your players are in. Dark Sun has less magic than Eberron (though it has psionics, but I’m not gonna bother with that). Best I can get regarding the intended frequency is Creating a Bard section, which suggests you could be an apprentice to someone else, or have attended a college (or something else). Let’s just agree it’s medium frequency for now and move on.


Reasons for My Issue

To keep this segment short, it’s a culmination of history, options, exploits, information spreading, and believably. Most of the worlds are hundreds if not thousands of years old, and have all the magic in the PHB, possibly XGE, allowed (possibly with few exceptions like a common ban on the wish I see here and there). Some people however like to be optimal and invent new ways of using spells, which could mean that they’d figure out all sorts of exploits, for the better or worse. This information could spread to other settlements, whether by merchants, adventurers, or other people who travel often for one reason or another. Which, in my opinion, means that the more common a spell is, the more likely someone is to know of it, and thus of some commonly known ways of countering it. After all, in real life we iterated over the course of hundreds of years on all aspects of real life, patching flaws up with new ways constantly in an ongoing arms race. It’s not something I see done often though. Let’s do three example scenarios to demonstrate what I mean.

  • Shop. You are a person who buys and sells goods. But how can you make sure that you’re not buying something cursed? How do you protect against mind-influencing magics of 2nd level that would force you to give people anything they want for free? What if they’ll just fireball your shop? Or turn the thing they want invisible, and bring it out?
  • Prison. Imagine you’re put in a completely average nonmagical prison. What’s the easiest way to get out using magic? Misty step. Alright, you improve the prison by removing windows or any openings one could see through. You cast a different spell. Okay, how about we put a gag in the caster’s mouth and tie their hands behind their back? Well, they can eventually untie them and ungag themselves with a free hand. Even if they couldn’t, they could still cast their spells if they were a sorcerer with Subtle spell metamagic option, assuming the spell doesn’t need a Material component. Dimension door would require you to build your prisons either 500ft underground or 500ft up in the air, and even then… someone else could just use a different teleportation spell to port in, grab the person, and port out. So you say screw it, cast the Mordenkainen’s private sanctum, and prevent all teleportation. Except what if they are a druid? They just turn into a tiny beast, escaping any constraints you put on them and getting out without really being seen (if they are a spider or a flea or a fly or whatever tiny). Even better if after loosening the gag, they cast invisibility on themselves, and then escape. I guess you could poke out their eyes and cut off their hands and tongue, but… is that an okay thing to do in a game of D&D? What if your table isn’t fine with it? Long story short, you either have to put them in an antimagic field (which is an 8th level spell, so the question is whether every prison can afford it), or put magic-suppressing manacles on them. Maybe you could also keep them at 0 hit points by regularly delivering punches and casts of spare the dying, but you’d need a lot of spellcasters for that if you had a lot of prisoners.
  • Audience with You. So you’re a king, huh? Good job, good job! Except… how close to you are you willing to let that group of adventurers? I mean, it’s kind of hard to tell what everything they are capable of, so they could be hiding their powers in order to surprise you. If they’re within your reach, they could cast bestow curse on you. From 30 feet away, you’re still vulnerable to suggestion or charm person. From 60 feet, you can still be dominated, disintegrated, turned to stone, or affected by the heat metal spell. I could still go on and on, increasing the distances furthermore, but let’s just say that an eldritch blast could have a reach of 600 feet by picking the right invocation and spell sniper, and then there are spells that don’t even really have a range, such as dream. You could be killed in your sleep without anyone knowing. You could be killed by a sorcerer who subtly utters the power word: kill without moving their lips. An adventurer can teleport into your room while you’re asleep, disintegrate you, and teleport out. Enjoy being a king.

And all of that is just three areas that would be everyday matters (kings meet new people every day, right?). Long story short, the words of how magic works would spread, and people would figure out over the hundreds of years of history (or life in some cases) commonplace solutions to some of these problems. Which in turn would be a headache to do. There’s 485 spells in the game already, and with Tasha’s Cauldron, I’m pretty sure we’ll get 15 more. And that’s just assuming people protecting themselves from magic, instead of involving the magic in worldbuilding itself to make the world a better place. I mean, how many of you guys reading this know how to make your own fridge and computer/phone? I assume most of you use these on a daily basis despite not knowing how to create them from the ground up, including all the components inside of them. People who are benevolent would share their magical creations with the public to make the world a better place and be remembered by history for something good they did. But that’s a secondary problem to me, since it relies heavily on the frequency at which magic exists.

With all that said,… what are some of the solution suggestions I’ve received?


Solutions

  • Limit the Maximum Spell Level. Yes, I plan to do that one actually. I feel like character level 10 is good enough capstone to limit the power of players and anyone else in the world. However, that alone is not a full solution, because that would eliminate about 120 spells from our soon to be 500. Honestly, if it were up to me, I would limit the world’s magic all the way down to cantrips, eliminating nine classes, some subclasses, and some races. But I doubt players would enjoy that being each campaign they are in from now on. I also received a suggestion of “you should try a different system” as a reply to that so many times, that I’m including it in this list.
  • Limit the Availability. Okay, so how common is your world’s magic then? One in one thousand? That means there’s still ten magic users in your settlement of 10,000. And even if you did limit it, that doesn’t mean that since the magic is rarer, less people know about even the roughest things that it’s capable of. Information would still spread, and people would still seek ways of protecting themselves.
  • Eberron. Some people tell me that this is what Eberron is about, and while I like the world for what it is, I still don’t think it addresses the questions of dealing with magic. Just as an example, I went through all the mentions of “prison” in the Exploring Eberron book. While it does have a Grieving Tree eldritch machine that’s a prison and a couple of other things, it doesn’t address stuff like druid wildshaping to escape the grasp of the tree, teleportation, or what would much smaller cities and towns do in order to keep themselves safe. Then again, who knows, maybe it’s mentioned in the other Eberron books that I didn’t go through fully before writing any of this.
  • Different System. I’ve been looking for one, and I have yet to find it. However, I’m doing this because my players are clear about preferring 5e since they’re already familiar with this and we all are busy. I am also working on my own system, but that’s too much to elaborate on here and now.


I need help. I want to entertain myself and my players, but I am too frustrated with 5e’s magic being too… good at doing stuff. A world that’s too familiar with the magic would look very different and have all sorts of preventive measures that would take away from the players’ fun, while a world that’s too unfamiliar with the magic would be too easy to exploit by the players, making them and me as a DM ask “Why haven’t they thought of this yet?”

I hope this starts a discussion. Sorry if it’s too long, but I needed to collect all of my thoughts in one place on this topic. Thank you for reading, and have a nice day!