-->

Wednesday, July 14, 2021

10 Guidelines to Moderating Magic

I think it's finally finished, or at least the first version of it is.

The 10 Guidelines to Moderating Magic is my document, in which I gathered all of the rules I came up with on the blog over time, added some things, edited others, and condensed them enough to put them onto a single page.

With that out of the way, here are the 10 condensed rules in text form, followed by the document itself. The document can also be found in my homebrew collection.

Thank you for reading, and have a nice day!


Cover art is Chef, by Stephen Stark.


10 Guidelines to Moderating Magic

Rule 0: BGC

For the purposes of these guidelines, BGC stands for background character—a humanoid character that isn't important to the plot. DM can determine which of these guidelines to use and whether they apply to player characters, villains, other NPCs important to the plot, and to the non-humanoids.

Rule 1: Maximum Level

BGCs can't multiclass, and their character level can't surpass the lowest of the ability scores their class requires (as per the Multiclassing Prerequisites table) minus 10.

Rule 2: Knowledge of Magic

The highest level of magic that a BGC possesses detailed knowledge of is determined by the magics that they come into contact with frequently, as well as the community they live in.

Communities by Level:
  1. Village
  2. City
  3. Magic School
  4. Castle
  5. Tower

Rule 3: Awareness of Magic

BGC's awareness of the magic's existence rises with the perceivability and frequency of its effects.

Rule 4: Training Duration

For a BGC, reaching a specific level requires training that lasts a number of months equal to twice the level they wish to learn. The DM can choose to extend this duration by a number of months equal to 5 minus the BGC's Intelligence modifier.

Rule 5: The Standard Spellcaster

The most frequent spellcaster in society would be the one that's reproducible in the most reliable and easily accessible way.

Rule 6: Magic Costs

The recommended cost of a spell provided by a spellcasting service equals 12 gp 5 sp × (2 to the power of spell's level), halved if the spell is cast as a ritual, plus the cost of a costly material component, halved if the material component is not consumed. For the costs of magic items, use the Sane Magic Item Prices.

Rule 7: Magic Item Crafting

With the exception of spell scrolls and potions, a BGC can start making common magic items if it's a 5th level spellcaster. Uncommon items require 2 more levels, and for each increase in rarity, this amount increases by 1.

Rule 8: Permanent Spells

A spell with permanent effects should be used more often the lower its level is. These spells include: find familiar, arcane lock, continual flame, magic mouth, Nystul's magic aura, glyph of warding, fabricate, Mordenkainen's private sanctum.

Rule 9: Illegal and Regulated Spells

The DM should carefully consider what magic is illegal and/or regulated.

Recommendations for Consideration: spells that cause harm, enchantment spells that manipulate others' actions, necromancy and conjuration spells with a chance for the raised/summoned creature to break from mage's control, wall spells, arcane lock, continual flame, control water, detect thoughts, dimension door, divination and spells of a similar character, enlarge/reduce, glyph of warding, knock, Leomund's tiny hut, magic mouth, modify memory*, Mordenkainen's private sanctum, reincarnate*, teleportation circle*.

* This spell is of 5th level, so unless it's public knowledge that it exists, it technically wouldn't be illegal.

Rule 10: Two Witnesses

For any important activity where the use of magic could prove to be a problem, a BGC should have at least two witnesses present. If the BGC can afford it, at least one of them should be able to cast counterspell/dispel magic.


2 comments:

  1. Magic item creation rule seems to bypass a rule that a BGC can't achieve any more than 3 levels in any given class (13 = 10 = 3. 3rd level). Otherwise this is a great standard in creating a more realistic approach to general knowledge about magic for DnD 5e.

    ReplyDelete
    Replies
    1. Originally, I meant the levels beyond 10 as "what would it take to make such magic items". But upon reexamining it, I think you're right. Perhaps the guidelines will be better off if I concern myself only with Common, Uncommon, and Rare items. Thank you :)

      Delete