remember that spellcasters in an particular area will probably know a lot about magic that will be very useful in that area, for instance more mages will know create/destroy water and create food and water if they happen to live in a dessert where water is scarce, and if you want to find a powerful pyromancer you are probably more likely to find one in an frigid tundra or tall mountaintop where it is verry cold and their fire magic is actiually useful than in an volcano, and creatures who know a lot about abjuration magic are probably the ones who live close to armies that typically use magic
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The thing that makes magic feel the most "real" or correct for me in a session is how it interacts with the wider setting. If magic is known but uncommon, with high level magic being very very rare, it seems really incongruous to walk into some random town and find it has a store where the party can buy scrolls, magic weapons, potions etc...
If magic is very common then I would expect that every farming village would want to have a druid around to help manage the land, disease outbreaks would work very differently if there are clerics all over the place that can cure wounds and diseases. So it's not just about spellcasters reflecting their surroundings, but also about how the setting has acclimated to the presence of magic.
in other words, magic should feel as a part of the world, an natural extansion of it, as an tool that the nps use if it is common enough or something the townsfolk might live in fear or awe of if it is more common, if magic is rare then the NPC's should react to player characters who have magic with superstition and fear, they might try to hunt them down or start a cult arround them people should react and adapt to magic as you feel fit for an high or low magic setting, but i still feel this advice makes sense for more high magic settings, people should use the kinds of spells that they might find useful in their daily life, if spellcasting services are common and an place has a lot of ruby then that society might find a lot of use for continual flame, as you mentioned every farmer is going to want an druid (or bard becuase bards learn plant growth for some reason) to cast plant growth on an area etc
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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remember that spellcasters in an particular area will probably know a lot about magic that will be very useful in that area, for instance more mages will know create/destroy water and create food and water if they happen to live in a dessert where water is scarce, and if you want to find a powerful pyromancer you are probably more likely to find one in an frigid tundra or tall mountaintop where it is verry cold and their fire magic is actiually useful than in an volcano, and creatures who know a lot about abjuration magic are probably the ones who live close to armies that typically use magic
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The thing that makes magic feel the most "real" or correct for me in a session is how it interacts with the wider setting. If magic is known but uncommon, with high level magic being very very rare, it seems really incongruous to walk into some random town and find it has a store where the party can buy scrolls, magic weapons, potions etc...
If magic is very common then I would expect that every farming village would want to have a druid around to help manage the land, disease outbreaks would work very differently if there are clerics all over the place that can cure wounds and diseases. So it's not just about spellcasters reflecting their surroundings, but also about how the setting has acclimated to the presence of magic.
in other words, magic should feel as a part of the world, an natural extansion of it, as an tool that the nps use if it is common enough or something the townsfolk might live in fear or awe of if it is more common, if magic is rare then the NPC's should react to player characters who have magic with superstition and fear, they might try to hunt them down or start a cult arround them people should react and adapt to magic as you feel fit for an high or low magic setting, but i still feel this advice makes sense for more high magic settings, people should use the kinds of spells that they might find useful in their daily life, if spellcasting services are common and an place has a lot of ruby then that society might find a lot of use for continual flame, as you mentioned every farmer is going to want an druid (or bard becuase bards learn plant growth for some reason) to cast plant growth on an area etc
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes