Spuddly
2005-09-03, 07:20 PM
See what you guys think, where it needs tweaks. This spell is mostly a plot device sort of spell. It could be very powerful (well, it is very powerful), and most of it is up to the DM's discretion.
Smith's Invisible Hand
Enchantment [True Neutral]
Level: Sorc 10 / Bard 10
Components: V, S, M
Casting Time: 1 Day
Range: See Text
Effect: See Text
Duration: 3d6 weeks, see text
Saving Throw: See Text
Spell Resistance: No
This spell invokes the invisible hand that controls market based economies and changes the demand for one type of good, service, or commodity. It does not change people's attitudes directly, but rather by manipulating the unseen spectre that haunts all markets.
The caster may either choose to raise a kingdom's demand for a certain type of good by up to 50% (increase demand) or decrease them by 50% (decrease demand). In non-free market economies (strong guilds, central government, church, etc.), the price fluctuation caps are set at 25%.
Other than changing prices, this spell actually changes the demand for goods. If grain prices were the target of the spell, higher demand for grain could lead to stockpiling of grain, city folk becoming angry at price of bread (with the right political situation, it could be like the French Revolution), while peasants or their feudal lords become prosperous.
Depression of prices could lead to angry peasant mobs, guild intervention, or serious political upheaval.
The spell can only target non-magical goods or services (no decreasing the price of vorpal swords by 50%).
Depending on how high/low the price fluctuation is, reaction from affected groups varies.
10%- Slight dissatisfaction with percieved ruling party, very few individuals, other than the targeted groups affected, mostly grumbling
20%- Greater dissasitisfaction, those not directly affected by spell but closely related to begin to feel affects.
30%- Things begin to heat up. Things become volatile enough for some change, though mostly through unseen forces such as guilds, black markets, Illuminati, etc.
40%- large disatisfaction with percieved ruling party from the affected, may be small squabbles, protests, difficult to control
50%- virtually everyone is affected by prices, panic, if the climate is right, major political structures are changed, otherwise the ruling party/percieved ruling party becomes hugely unpopular (attitude by affected people drops by two points), almost impossible to control
Duration–
This spell takes three weeks to take effect. After the third week, the effects begin to become apparent, prices drop/climb to the set amount within one week. For the remaining weeks-1 you see all the effects take place. In the last week demand (along with prices) go back to normal.
This spell does not directly affect supply only demand. With this spell, it may be possible to avoid inflation. For instance, one could flood the market with gold/grain/cows/whatever during the duration of the spell, and as long as the spell targeted livestock/grain/gold/whatver, the prices would remain high.
When this spell targets a profession, like barbers or something, things can get really ugly.
Smith's Invisible Hand
Enchantment [True Neutral]
Level: Sorc 10 / Bard 10
Components: V, S, M
Casting Time: 1 Day
Range: See Text
Effect: See Text
Duration: 3d6 weeks, see text
Saving Throw: See Text
Spell Resistance: No
This spell invokes the invisible hand that controls market based economies and changes the demand for one type of good, service, or commodity. It does not change people's attitudes directly, but rather by manipulating the unseen spectre that haunts all markets.
The caster may either choose to raise a kingdom's demand for a certain type of good by up to 50% (increase demand) or decrease them by 50% (decrease demand). In non-free market economies (strong guilds, central government, church, etc.), the price fluctuation caps are set at 25%.
Other than changing prices, this spell actually changes the demand for goods. If grain prices were the target of the spell, higher demand for grain could lead to stockpiling of grain, city folk becoming angry at price of bread (with the right political situation, it could be like the French Revolution), while peasants or their feudal lords become prosperous.
Depression of prices could lead to angry peasant mobs, guild intervention, or serious political upheaval.
The spell can only target non-magical goods or services (no decreasing the price of vorpal swords by 50%).
Depending on how high/low the price fluctuation is, reaction from affected groups varies.
10%- Slight dissatisfaction with percieved ruling party, very few individuals, other than the targeted groups affected, mostly grumbling
20%- Greater dissasitisfaction, those not directly affected by spell but closely related to begin to feel affects.
30%- Things begin to heat up. Things become volatile enough for some change, though mostly through unseen forces such as guilds, black markets, Illuminati, etc.
40%- large disatisfaction with percieved ruling party from the affected, may be small squabbles, protests, difficult to control
50%- virtually everyone is affected by prices, panic, if the climate is right, major political structures are changed, otherwise the ruling party/percieved ruling party becomes hugely unpopular (attitude by affected people drops by two points), almost impossible to control
Duration–
This spell takes three weeks to take effect. After the third week, the effects begin to become apparent, prices drop/climb to the set amount within one week. For the remaining weeks-1 you see all the effects take place. In the last week demand (along with prices) go back to normal.
This spell does not directly affect supply only demand. With this spell, it may be possible to avoid inflation. For instance, one could flood the market with gold/grain/cows/whatever during the duration of the spell, and as long as the spell targeted livestock/grain/gold/whatver, the prices would remain high.
When this spell targets a profession, like barbers or something, things can get really ugly.