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View Full Version : [3.5] What would happen in this low-level Tippyverse?



Endarire
2011-02-21, 01:12 AM
Brief History
About 20 years ago, the western continent became almost uninhabitable due to a magic-fueled war. Now, most civilizations are on or under the eastern continent, though magic has not fully recovered.

On the eastern continent, there are small numbers of large settlements controlled by trade houses. Each major trade house favors arcane magic, divine magic, or psionics. Meldshapers and Tome of Magic classes exist, but are not the focal point of any house. Non-casters- those lacking magic due to low mental stats or racial discrimination- commonly become martial adepts and, on occasion, Factotums or other classes.

Meta (slightly reflavored Warforged) are considered the world's best remaining artisans. Indeed, many Meta are Artificers or Clerics or Wizards or Psions. Their main problem is their inability to reproduce. Their creator is effectively dead and no one has been able to reinvent the means to make them. There are about 80 Meta remaining in the world and all are highly protected by every nation. Whoever kills a Meta has his nation, his family, and himself destroyed.

Mechanics
I envisioned the remaining cities as having lots of magic. For now, let's assume no one on this plane is higher than level 5. Level 5 is reserved for heroes and prominent members of trade houses and the most experienced Meta.

The average person is level 1 or 2. They might hit level 3 before middle age and level 4 by the time they die.

In this setting, there are Artificers who can work with the 'old ways.' They can make items from every obscure PrC's spell list, especially these Complete Divine PrCs:

-Blighter: Druid Spells
-Divine Crusader: Domain Spells. Due to Divine Magician (Complete Mage 33), this includes every Abjuration, Divination, and Necromancy spell. Being domain spells, anyspell and greater anyspell are here too.
-Ur-Priest: Cleric Spells

This means that, with minor caster level boosts (like the Spellgifted trait and Complete Champion 133's masterwork holy symbols), a level 5 Artificer can make items of level 9 domain, Cleric, and Druid spells if they get the resources. I was shocked when I thought of this.

For our purposes, let's assume level 4 spells are the practical max with level 5s happening rarely and levels 6 and 7 perhaps once in the Artificer's lifetime. Anything more is theoretically possible but so far hasn't been done.

Homunculi and other Constructs are somewhat common in major cities, especially since dead Homunculi and their creators don't hurt each other if either dies.

There are no feat or caster level requirements for the three item creation feats, Craft Consumable Item, Craft Charged Item, and Craft Construct. Classes that still get specific item creation feats still do, but only that aspect of the feat. For example, Wizards can still get Scribe Scroll from their class (so they can create magic scrolls), but don't automatically get Craft Consumable Item.

Magic and Society
I envision magic affecting societies as such:

-Major cities have plant growth (http://www.d20srd.org/srd/spells/plantgrowth.htm) farms tended by unseen servant (http://www.d20srd.org/srd/spells/unseenservant.htm)s, Elementals, Undead, and Constructs. Similarly, there are mount (http://www.d20srd.org/srd/spells/mount.htm) butcheries for carnivores and prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm) is cheaply or freely available for reflavoring.

-Major cities have at least one permanent wall of fire (http://www.d20srd.org/srd/spells/wallOfFire.htm) or daylight (http://www.d20srd.org/srd/spells/daylight.htm) power plant for continual energy and warmth.

-Major cities have mini mithals, granting everyone see invisibility (http://www.d20srd.org/srd/spells/seeinvisibility.htm) and +lots (let's arbitrarily say +20) to Spot and Listen checks. There's far less crime when far more people can be witness to such things.

-Magic is prevalent, though highly controlled. Because of the prevalence of trade houses, the classifications of what spells are considered black, gray, or white (see below) are in flux. They're usually decided by whoever (re)discovers this magic or who has enough authority to enforce the classification. The main distinction is the public availability of items of these spells, or finding a caster willing and able to cast these spells. Finally, casters still learn their normal spells when leveling and through independent research, meaning Ye Old Illusionist can still learn silent image at level 1, or research it, or spend a feat to get it. Sorcerers can learn charm person or dominate monster because they innately know and cast spells.

The most societally disruptive magic is kept in black books for use by governments and for emergency purposes. Mind control, glibness (http://www.d20srd.org/srd/spells/glibness.htm) (an indirect form of mind control), and significant wealth creation abilities are here.

Magic intended for law enforcement and very trusted licensed practitioners is in gray books. Direct damage spells, most battlefield control spells, most creation spells, and most summon and calling spells are here. Most future-telling or security-bypassing Divinations are here, as well as dimension door (http://www.d20srd.org/srd/spells/dimensiondoor.htm) and teleportation magic. Finally, stealth magic like invisibility (http://www.d20srd.org/srd/spells/invisibility.htm) and silence (http://www.d20srd.org/srd/spells/silence.htm) are gray.

Common magic for the layman is in white books. Defensive spells and healing/restorative spells are here. Any spell that's more for flavor than power is here too if it does not fit as a black or gray spell (prestidigitation (http://www.d20srd.org/srd/spells/prestidigitation.htm)).

What People Do All Day
There is no peasantry. Instead, there are 2 main types of people in civilization:

-Producers are the artisans and administrators who run the government, maintain the city, train people, and, oh , make items, especially magic items. They're effectively the shopkeepers and trainers in World of Warcraft. No, there are no floating punctuation marks above, below, or around their bodies.

-Consumers are adventurers. People not content with lying around while others amass greater fortune, fame, and power go out and risk their lives worldwide. What are they gonna do at home, eat themselves to death? These are the player characters of World of Warcraft.

tuesdayscoming
2011-02-21, 02:32 AM
I generally like where you're going with the universe. Particularly the scarcity (and subsequent value) of the meta.

If you're actually planning on playing a game in this universe, though, how do you plan to keep it so low level? PCs have a nasty habit of gaining levels a heck of a lot more rapidly than seems to be typical for your world.

What's the recommended leveling rate, again? IIRC it's 13 encounters of appropriate ECL/level and 4 such encounters/day. Following these guidelines, you'd hit level 5 in what, just under 17 days?

So, if your players are casters of some sort with a penchant for item creation, they single-handedly bring about a magical Renaissance. If they're martial, they build armies and conquer the known world. The world is reshaped in their image and the campaign ends.

Or, of course, NPC adventurers start realizing just how easy it is to level up and ask why the heck they've been sitting on their thumbs for generation upon generation.

CycloneJoker
2011-02-21, 02:35 AM
This is probably a stupid question, but what's a "Tippyverse?"

tuesdayscoming
2011-02-21, 02:38 AM
A society with highly developed magic. Basically, RAW is treated as the laws of physics, and 'scientists' work to discover its secrets as we do those of the natural world IRL.

CycloneJoker
2011-02-21, 02:42 AM
A society with highly developed magic. Basically, RAW is treated as the laws of physics, and 'scientists' work to discover its secrets as we do those of the natural world IRL.

]Ah. All society would crumble. Society needs peasantry, really, and it will always occur.. Even if there was a lot of magic, the rich and powerful would hoard and guard it, and only the rich and powerful would be able to use it.

tuesdayscoming
2011-02-21, 02:48 AM
]Ah. All society would crumble. Society needs peasantry, really, and it will always occur.. Even if there was a lot of magic, the rich and powerful would hoard and guard it, and only the rich and powerful would be able to use it.

Eh, I don't know if that's necessarily true. There would certainly be a massive amount of centralized power, but the government could ensure the relative happiness of its people relatively easy. I guess it comes down to who's running the show: George Orwell or Aldous Huxley.

Its dystopia either way, but one breeds a hell of a lot less discontent.

Aharon
2011-02-21, 04:47 AM
@Endarire
Usually, your questions are open-ended, but well-defined. This one isn't really defined, it's far too broad.

=> Possible narrower questions:
What would happen if one meta actually used his abilities to the fullest?
How could low-level PCs interact with such a world?
How can I keep this world from falling apart once the PCs reach levels higher than 5?
Are any of those the things you are specifically interested in?

Endarire
2011-02-21, 10:31 PM
Intro
I've already begun a campaign in this world. I don't plan to keep the game entirely low level, but levels are awarded at plot-convenient times.

The PCs' Influence
House Felsad is the largest trade house at present, specializing in divine magic. The leader, Conrad Linus Felsad, an Orc Artificer and hero in his hometown of Jenneport, has created a Meta Piece, a device that allows the creation of new Meta.

He has tasked his nephew Trinden Felsad, a Dragonborn Orc Crusader (going for Ruby Knight Vindicator), to escort the party to the Meta homeland of Amarice.

In short, Trinden took the Meta Piece to the Metas' forge. New Meta will be made on the condition that Amarice- formally a neutral party- trades exclusively with House Felsad.

The Meta reluctantly agreed to this and the PCs agreed to be ambassadors to the remaining nations. The PCs are officially initiates of House Felsad.

The PCs could have declined to help the Meta and House Felsad in this, but that is what they chose.

The Near Future
In the near future, the group will see the extent of their actions. This setting is about to experience a magical revolution with the Meta being born again. House Felsad intends to exploit every resource it can to gather resources for its empire, including the planes and In Spaaaaaaaaace! (http://tvtropes.org/pmwiki/pmwiki.php/Main/TropesInSpace) Thus, the average person will increase in level, and the best artisans will go to extremes to outdo their competition and 'climb the corporate ladder.' Meta will become more plentiful, and despite having free will, they're expected to act as magic item factories.

Eventually, there will be teleport stations (once the group has 'earned' them with plot access)

The Far Future
Things happen and civilization is almost entirely destroyed worldwide. The group will return from an expedition to find things desolate, even more desolate than in Fallout. Those that remain have small settlements, but nowhere near the might or magic to hold back the incoming planar invasion.

By this point, the group should have access to level 8 or higher spells. In a nod to Fallout and Minecraft, it's up to them to reshape the world, quickly. As their reward, they get to rule the planet and start over. Maybe things will be better this time.

Probably not.

Questions
1: What sorts of magical 'technologies' should highly civilized areas expect to have at this level? I'm talking plant growth farms, mount/phantom steed taxi services Remember, the practical upper limit for spell access is level 4 with 5 being extremely expensive and difficult to do.

2: What sorts of magical 'technologies' should we expert to emerge as levels rise? Plot-wise, I expect level 5 spells to become practical by the end of this campaign year. With this, House Felsad and other trade houses can use plane shift and (lesser) planar binding to expand their influence across the multiverse.

Specifically, what MagiTek (http://tvtropes.org/pmwiki/pmwiki.php/Main/Magitek) creations should I as DM expect with level 5 spells?

With level 6?

7?

8?

9?

Yahzi
2011-02-21, 11:18 PM
1: What sorts of magical 'technologies' should highly civilized areas expect to have at this level?
The prices of spell components - indeed, of training a wizard in the first place - usually can't compete with peasant labor. So I'm thinking your permanent Unseen Servants don't work - indeed, the fabulous Lyre of Building isn't actually that cost effective with hiring peasants.

13,000 gp for an item that produces 60 gp of labor per week (assuming you make a Perform 18 check). That's over 4 years to pay itself. Well... OK, maybe it is a decent deal.

The changes that I have identified as most important at low level:

Plant Growth - replaces modern fertilizer. This means only 50% of your society has to be growing food, instead of the traditional 75% or more. Add in your Unseen Servants (essentially mechanization), and you'll still need 1% or 2% of your population to manage the process. Guess what percentage of modern society are farmers...

Zone of Truth - completely changes jurisprudence.

Cure Minor Wounds - death by bleeding is one of the most common ways to die in a primitive society, and one of the greatest dangers of child-birth. CMW changes the mortality of your entire society.

Remove Disease - again, transforms your world into an analog of the modern world. Nobody dies in childbirth now; infant mortality rates plummet to below ours.

Note that these are all clerical spells. I guess wizards got something, but pffft... who cares. :smallbiggrin:

At higher levels:

Raise Dead - Changes everything. Assassination now becomes a lot more difficult (you need to obliterate the body or at least the head). Casual murder and death by accident become a lot less common, at least for the monied class.


Commune - No more heresy wars! No more murder mysteries, either. If Zone of Truth doesn't uncover it, Commune will.

Wall of Iron - actually cheaper than mining, I think.

Decanter of Endless Water - completely changes medieval logistics, where marching from water source to water source was required.

Teleport and Scry - sets off an arms race and makes Forbiddance/Private Sanctum necessary.

Gate - unless you do some serious hand-waving, your world is now broken.

druid91
2011-02-21, 11:27 PM
]Ah. All society would crumble. Society needs peasantry, really, and it will always occur.. Even if there was a lot of magic, the rich and powerful would hoard and guard it, and only the rich and powerful would be able to use it.

No it does not, that's pretty much the whole idea of the tippyverse, or at least that I remember. Peasants don't matter, they might exist, but outside the walls of the mage cities, and they don't contribute to society, they are effectively bums sleeping on the park bench.

Mages can pretty much provide for themselves with some simple magic.

GoodbyeSoberDay
2011-02-21, 11:27 PM
Resetting traps are relatively cheap. One Create Food and Water trap can feed a lot of people forever (optional: prestidigitation trap to make it taste less bland). Animate dead can obviate the need for living menial workers. What I see coming from this is a world where 99% of the population is fed, clothed and sheltered, but has nothing to do but try and make it to the top 1% through whatever devious means possible, and the top 1% use equally devious means to stay there (or rise further).