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AlexanderRM
2019-07-26, 08:33 PM
I’ve been reading some old threads that discussed this question (example (http://www.giantitp.com/forums/showthread.php?406061-What-would-E6-tippyverse-look-like)), but they didn’t usually go into the amount of detail I was looking for, so I thought I’d compile some thoughts into one place and ask if anyone else had input.

For those that don’t know, Tippyverse (http://www.giantitp.com/forums/showthread.php?222007-The-Definitive-Guide-to-the-Tippyverse-By-Emperor-Tippy) is a fanmade setting where most of the population lives in enormous cities linked together by teleportation circles and few by resetting traps of spells like Create Food and Fabricate, which I find fascinating both for the worldbuilding and because it’s designed to actually work as a setting PCs can have adventures in. E6 (https://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D) is a modification of 3.5 where character levels cap out at 6th level and monsters above CR 6 are quite rare. So the question I’ve been wondering about is, how much of a Tippyverse is possible in E6, and to the extent that the standard one is not, what changes result from following similar lines of reasoning?

So first off, judging from previous threads there’s no way to duplicate mass-produced Teleport Circles (except possibly Node magic from Masters of Ruin/Underdark; I don’t have the book so I don’t know how common Nodes are but you could build traps of Node Door on one and build a city around it), but it’s still possible to create auto-resetting traps of Create Food and Water and some other useful spells. Another potential feature is Roads of Longstrider, The other major setting changes I can think of are the presence of spells like Detect Evil and Discern Lies, and various less revolutionary effects of magic on warfare and fortifications; these sorts of changes are also relevant for low-magic D&D settings where infinite magic traps aren’t usable.

I’m assuming that anything which is unavailable by 6th level without cheese, like 4th level spells, either just doesn’t exist or is too rare to impact the setting at scale; I’d also assume prestige classes don’t exist since in most cases you’d be taking at most 1 level of one without cheese, but if anyone finds one with interesting abilities obtainable before 6th level feel free to share- for example, a way to get Spring Attack at level 2-3 to get 3 or 4 levels of Jaunter for teleport and Plane Shift wouldn’t revolutionize society but would be neat to see.

The rest of my thoughts got pretty long, so I'm going to divide them by spoiler tags for relative ease of reading:


Spells I found that seem potentially useful for a city or town to make traps of; all magical traps require a spellcaster of at least 3rd level with Craft Wondrous Item; market price is double the materials cost if you hire a spellcaster:


0th level (250 gp, 20 xp): Cure Minor Wounds, Create Water, Purify Food and Drink, Mending, Prestidigitation (to flavor food), Light (to mass produce light sources, but hard to distribute with a 10-minute duration)
1st level (500 gp, 40 xp): Detect Chaos/Evil/Good/Law as a trigger for some harmless effect, Endure Elements, Protection from Chaos/Evil/Good/Law for cities concerned about mental control, roads of Longstrider (1 trap per 4 miles for medium or 3 miles for small characters), or of Mount for higher speed and twice the duration
With costly material components: Bless/Curse Water (1st level, 3000 gp, 40 xp) (produces 14,400 doses/day)
2nd level (3000 gp, 240 xp): Make Whole, Lesser Restoration
3rd level (7500 gp, 600 xp): Create Food and Water, Remove Disease, Remove Curse, Remove Blindness/Deafness



Obviously the most important ones will be Create Food and Water (which can feed a theoretical maximum of 216,000 people at 15/round if operated around the clock) and Remove Disease, with Cure Minor Wounds, Create Water, and Purify Food and Drink also being important because of their low cost. If Create Food food is so tasteless only starving people will want to eat it (and possibly has an imperfect nutrient balance?), cities will probably still import supplementary food from the countryside and more importantly be reliant on raw materials and trade, so they won’t grow nearly as giant as in the Tippyverse, but with two of the biggest constraints on population growth removed the society will still be a lot more urban and a lot more populous than the average medieval world- with common enough traps you could have a setting where the biggest constraint on population growth is monster attacks, if a DM wants to swing that way, although that would drive the population even more towards cities which would be better able to defend against them.

Personally I’m picturing a setting where small cities have create food and remove disease traps, much of the population lives in large cities with multiple create food traps (vital if the city is reliant on them, in case of sabotage or accidents) and numerous more situational traps, while on the smaller end of things villages of even a few hundred will probably be able to afford at least one 0-level trap and small towns will have all three of the key ones (Cure Minor Wounds, Create Water, Purify Food and Drink). Some key questions up to the DM/worldbuilder are 1. do we go with the original idea that the average commoner earns 1 sp a day or the updated number of 1 gp a day and 2. how many years does it take for the maintenance cost of a magic trap, if any, to equal its’ construction cost. If peasants earn 1 gp per day then there’s a good chance even a community of a few dozen could eventually save up money and acquire all three if they can get a 3rd-level Cleric or Druid to build them.


A standard question in D&D is “how to we make society look exactly the same despite Detect Evil”; taking the spirit of Tippyverse gives us the question “what would some societies do, how can we still have interesting adventures in such societies, and why would some societies not do that?”.

I suspect most cities are not going to outright ban evil creatures, which make up a large minority of their population and most of whom are law-abiding when it serves their self-interest (which for 1st-level commoners in a world where authorities can haul in known evil citizens and cast Discern Lies on them, it usually is), but many places might have criminal justice systems that discriminate against evil characters, bar them from certain government positions, or even post Paladins or Detect Evil traps at the city gates and require evil visitors to attach black patches on their clothes to warn others of their alignment. This makes for an interesting twist as in addition to mustache-twirling villains, the PCs can also meet quite a few characters who are essentially normal people, love their friends and family, but face significant social stigma perhaps only because they don’t value the lives of strangers very much. A society which banishes evil characters would resemble a YA dystopia where children who have just reached adulthood are brought before the city paladins, scanned for evil, and summarily sent out the city gates into the wilderness beyond.
Requiring top government officials to ping as good on Detect Good means that Nondetection isn’t helpful, and fooling such a system requires more powerful magic difficult to acquire in E6- but not impossible for high-CR monsters or with artifacts.
Example Campaign: in the city of Chuulshire, the first Create Food trap built is activated by a Detect Good trigger. Every morning the king, high priest and head wizard must ritually collect food from the temple to distribute to their people, signifying their purity of heart and divine favor for their continued rule; for the rest of the day food is collected and distributed by novice priests and layfolk. In normal times this assures good governance of the city, but when the PCs tell the head knight of the city’s paladin order that the head wizard and high priest have been replaced by mind flayers, she doesn’t believe them: She knows her Detect Evil can be fooled and that clerics of dark gods can imitate many of the spells of good priests, but the Manna from the temple is infallible.
If alignment checks aren’t done partly by traps, then alignment detection is only based on the word of those who can cast such spells. This is a problem for small towns with only one Paladin, but larger cities with numerous casters to check each others’ alignments usually avoid this issue- usually.
Example campaign: The ruling council of Aenarhold identifies two of its’ members as having turned evil, although they flee the city before they can be arrested. They contact the PCs and claim innocence, arguing that the rest of the ruling council must have somehow been mind controlled or replaced with impersonators in just a day or two, or else had their Detect spells interfered with.
Some Lawful Neutral or Lawful Evil power centers will impose restrictions on Chaotic characters anywhere in the same range as those which might be imposed on Evil characters in a good power center.
A handful of chaotic or even evil societies, styling themselves havens for outcasts, might exclude lawful or good characters on the basis of keeping them from setting up similar draconian policies there, although the majority of settlements probably hew closer to the standard D&D assumptions that simply being Evil or Chaotic is not a crime.





Mechnonomicon (http://www.giantitp.com/forums/showthread.php?446192-Mechonomicon) has a handy list of craftable constructs by required caster level, along with price; I haven’t read all of them but it looks like the best are useful but nowhere near cost-effective enough to displace either mobs of conscripts or 6th-level Fighters from the battlefield the way Shadesteel Golems provide all the mele in Tippyverse. Lesser Planar Ally/Binding are too high-level, so Animate Dead is probably the main way for casters to create their own mele forces, which is powerful but expected to be by standard setting assumptions.
Most battles probably hew relatively close to standard D&D assumptions described in the DMG, with large numbers of commoners, smaller numbers of elite warriors and casters and the occasional tame or allied monster having an impact but not dominating the battlefield, although even the presence of an occasional wizard throwing 6d6 fireballs will have an enormous impact on the viability of large formations. OTOH, since it is very nearly just Fireball along with Lightning Bolt and a couple others, the viability of battlefield counterspelling by a Sorceror or Warmage might increase greatly. Having more arcane spell slots than the other side could thus be a decisive factor in large battles.
Fortification design would change significantly but it’s dealing with the likes of fireball, fly, spider climb and levitate, not with teleportation circle or gate, so the basic principles are still viable; I actually didn’t see any core spells of 3rd level or lower that would be much use at opening gates or knocking down walls.
A major difference from the middle ages is traps of Create Food and Water plus Remove Disease making sieges vastly harder, and even Create Water and Purify Food and Drink would be a big advantage to defenders. Capturing a fortification would require either sabotaging the Create Food traps (destroys part of the value of the city, will be under heavy guard if they know you’re coming, plus they can be rebuilt in 15 days if they have a crafter and the materials) or an assault, which would largely rely on nonmagical siege weapons unless the attacker has artifacts or epic magic (medium magic items or 4th-level spells), so capturing cities by invasion would probably happen very rarely.
Traps of buffing spells could be stationed near city gates or guard posts to buff characters before battle, but those with durations of 1 minute/level wouldn't be too useful; the main one used would probably be Mage Armor for forces of unarmored conscripts or militia, along with Longstrider and Cure Minor wounds which are both useful during peacetime as well. Otherwise offensive traps at choke points to hit invaders would likely be more effective.





Edited to add: Thanks for all the suggestions of PRCs with access to spells at lower level than normal, but my intent was to suggest a world where while otherwise almost all cheese is allowed, an E6 universe would mostly work as if the rules had been created with only 6th level or lower characters in mind: So not only do 4th-level spells just not exist except when deities are involved, 3rd level bard spells and 2nd level Paladin or Ranger spells also don't exist, the same way no amount of optimizing will let you cast a 7th-level Bard spell in 3.5. Any monsters that have them as SLAs would lose those or have them downgraded to lower-level versions, unless they're being used to represent demigod-tier creatures like Archfiends (which could be a creature as low as CR 10 in E6- the Enworld thread on the subject, which appears to be down, suggested that something like a CR 12 Aspect of Orcus could represent actual Orcus).

Likewise most PRCs are 1-level PRCs and those that aren't normally accessible before 6th level don't exist at all, similar for feats requiring things like caster levels above 6th, and so on.

daremetoidareyo
2019-07-26, 11:09 PM
About detect evil. In the real world, evil isn't objective, it rebrands itself as good.

But in dnd, good and evil are real things. Imagine if you had a spell that could tell you how anti social someone is. Those dudes on the real world get power by banning that spell. If a single detect evil got in, and was seen, you could destroy that society. People would know exactly who not to trust with anything.

Maat Mons
2019-07-26, 11:40 PM
... You say you don't want "cheese," but you're using self-resetting magic traps of beneficial spells?

ayvango
2019-07-27, 01:25 AM
Divine metamagic: Heighten spell plus sanctum spell and extra spell slot gives you 9th lvl slot. Fill it with sanctum repeated mordenkainen's lucubration and use it on itself multiple times to get multiple 9th slot prepared spells, then exchange some of them with rary's arcane conversion. So you could get full spellcasting about 5th level (albeit caster level would be pretty low). It's enough to build high-magic fantasy.

Saintheart
2019-07-27, 03:08 AM
So first off, judging from previous threads there’s no way to duplicate mass-produced Teleport Circles (except possibly Node magic from Masters of Ruin/Underdark; I don’t have the book so I don’t know how common Nodes are but you could build traps of Node Door on one and build a city around it)

The book doesn't shed any light on how common nodes are other than that most of their locations are already known. Leaving aside the Champions of Ruin nodes are places of unremitting evil, Node Door only transits from one node to another. Nodes can grant spells of themselves, so you could find a node that has a teleport spell imbued in it, but spells imbued in the nodes still need a caster to pull the spell and cast it. And those in turn need the specific feats to be taken by the caster. It's heavily implied that class 5 nodes are as powerful as have been found, and class 6 nodes are theoretical -- i.e. you're probably stuck with 5th level magic assuming the node has the right spell you want.

Darrin
2019-07-27, 08:19 AM
It is possible to create the Tippyverse teleportation network in an E6 world, but you'd have to hoodwink some paladins, which is kinda amusing, particularly if the more unseemly consequences of the teleportation network cause them to break their oath and lose their powers.

The teleportation circle isn't the only way to make a teleportation network, it's just the most efficient and cost-effective way to do it. You can create a magical teleport trap that is continuous or use-activated with just the rules in the DMG. All you need is Craft Wondrous Item (allowable in E6) and some way to cast teleport as a spell or SLA. While 5th level spells are more or less verbotten for PCs, if they can find a creature with the appropriate SLA to aid in crafting the item, they can satisfy the spell requirement to create a magical teleport trap. A 6th level Paladin with a unicorn as a special mount (as per DMG p. 204) has access to greater teleport as an SLA.

The unicorn's teleportation can only be used within it's home forest, but there's no indication that this limitation would be required for the magic item you're creating. Even if the teleport trap could only work within the same forest, you may be able to get around that by creating stone platforms that you build the cities around (extending the boundaries of the "world forest" via plant growth), or you could move the stone platforms outside the forest once they've been created. Intelligence is usually a dump stat for Paladins, and the unicorn has Int 10, so it shouldn't be too hard to convince/bluff/charm a Paladin and his sorta-smart-horsey into cooperating in something that could benefit the "greater good" (safe transportation to avoid monsters/bandits, more efficient distribution to feed more orphans, etc.).

When the paladins finally realize they've unwittingly doomed the world to be ruled by immortal god-emperor wizard tyrants inside their invincible walled city-states... oh, that would be fun to watch it sink in!

thethird
2019-07-27, 08:51 AM
You can get the teleportation thingie in E6. I prefer E7 to get proper access to teleportation circle.

1) Get an artificer.

Greater teleport is a 7th level spell on the travel domain. Divine crusader casts greater teleport at 7 CL.

2) Craft traps of greater teleport.

---

If you are using some way to be effectively 7th level (Epic feats or whatever)

1) get an artificer

2) Craft a trap of teleportation circle (9th lvl on rune domain)

3) make the trap an item familiar, It is now intelligent and can cast teleportation circle at will

4) make simulacrums (8th lvl on the envy domain) of your intelligent teleportation circle trap.

Endarire
2019-07-28, 04:00 AM
High Priests and Archmages in E6 (http://www.giantitp.com/forums/showthread.php?529338-High-Priests-and-World-Shapers-Plot-Magic-in-E6).

Mato
2019-07-28, 10:28 AM
If you wish to detail out your campaign, consider the original source material Tippyverse uses: Keith Baker's Eberron.

House Orien hasn't invented the lightning rail but they have used their teleportation circles to link together enormous cities. Such as Sharn, the city that was born out of almost city-sized houses. One huge point of this game is that *Eberron isn’t about high magic and the works of epic wizards. It's about wide magic, the widespread use of low-level magic to solve problems that we've solved with technology. Communities will be built around useful magical resources. One of the most useful spells is a cantrip: prestidigitation. With this spell you can clean, heat, cool, flavor. Given that these principles exist, it’s easy to envision minor magic items that do just one of these things… and now you have mystical refrigerators, vacuum cleaners, microwaves, washing machines, and more. From the ECS: Every magewright worthy of the name knows the magecraft spell (see page 113). Truly expert coopers recite the magecraft spell over their barrels, the best blacksmiths chant it as they hammer hot iron, and the finest potters cast it while they spin their clay.* *Most of this paragraph is just me paraphrasing Keith Baker's description six years before it appeared on gitp.

This cities used to be defended by powerful constructs and Warforged. Sarlona is ruled by what is called a "magocracy", where the most powerful supernatural being ranks above everyone else. The trope known as "the wilds" is called Xen'drik and it is where you will find most of the more traditional D&D quests occurring (dungeon crawling in the ruins of fallen cities, clearing out various monsters, rescuing the mayors daughter, etc.). The history of the world is semi-post apocalyptic, marked by a great war between warring cities and their constructs. Currency varies, much much of it is modeled after dragons, ruling sovereigns (in fact, Galifar's silver is called a sovereign), and symbols of leadership such as crowns and scepters.

And so on.

Endarire
2019-07-28, 05:51 PM
E6 Circle Magic (http://www.giantitp.com/forums/showthread.php?521449-E6-Circle-Magic)

AlexanderRM
2019-07-29, 08:21 PM
About detect evil. In the real world, evil isn't objective, it rebrands itself as good.

But in dnd, good and evil are real things. Imagine if you had a spell that could tell you how anti social someone is. Those dudes on the real world get power by banning that spell. If a single detect evil got in, and was seen, you could destroy that society. People would know exactly who not to trust with anything.

Something like this did occur to me: If you had a Lawful Evil ruler or noble class in a feudal society (as most of them got power by murdering or winning civil wars against their rivals or were raised by people who did), and then Detect Evil was invented or introduced, they might conclude that Detect Evil just shows you that someone is strong-willed and Willing To Make The Tough Decisions, and that the Law/Chaos axis is the real Good/Evil axis: it distinguishes upright, law-abiding citizens (who only do evil when society condones it or they think no-one is looking) from those with an inclination towards dangerous criminality or vice.
If societies led by evil rulers have a competitive advantage in warfare- not guaranteed since standard D&D assumptions give Good a fair amount of leeway for collateral damage- or at least are roughly competitive, you might have quite a few such societies surviving, with occasional peasant uprisings trying to reform society in a more chaotic and/or good direction.




... You say you don't want "cheese," but you're using self-resetting magic traps of beneficial spells?
I suppose I should have clarified that what I really want is "tippyverse-equivalent but with 3rd level or lower spells, higher level spells being too rare to be mass-produced the same way".
Apologies to everyone who suggested ingenious ways to get spells above 3rd level; those are cool but not really what I was looking for since they just get you a variant regular Tippyverse.




[...]
The unicorn's teleportation can only be used within it's home forest, but there's no indication that this limitation would be required for the magic item you're creating. Even if the teleport trap could only work within the same forest, you may be able to get around that by creating stone platforms that you build the cities around (extending the boundaries of the "world forest" via plant growth), or you could move the stone platforms outside the forest once they've been created. [...]

When the paladins finally realize they've unwittingly doomed the world to be ruled by immortal god-emperor wizard tyrants inside their invincible walled city-states... oh, that would be fun to watch it sink in!

OK, I know I just said I only wanted 3rd-level spells, but turning a large portion of the world into a giant forest with holes in it just to let Unicorn-based teleport traps work is really beautiful. I think if I were DMing/writing a setting I'd rule that they only work if there's near-continuous tree cover (apart from narrow rivers etc. but major rivers might block it) from the trap to the destination, although if the link is broken but then regrown the trap resumes working.

This could even allow for some unique adventure ideas, like the PCs are escorting a group of spellcasters trying to grow a link through a relatively dry area comparable to the edge of earth's steppe or parts of the middle east, needing to protect both the spellcasters and the trees against monsters as well as locals who don't want the connection.. Or a demonic invasion or the like might target a narrow area in the world forest, hoping to sever it and cut the worlds' teleport network in half.

That said I'd be interested to hear how you're planning to become an immortal god-emperor wizard tyrant over the whole world with mostly 3rd-level spells- that's not even the inevitable output of standard Tippyverse with 9th-level spells, and certainly Teleport traps alone don't make that inevitable (unlike Teleportation Circle, you need to spend a lot of money and have a paladin on hand anytime you move troops to a new area). It'd be a lot easier to be a good-aligned Cleric or Wizard and create a league of good-aligned cities, or a Paladin could even take Craft Wondrous Item themselves.

Maat Mons
2019-07-30, 01:27 AM
If the unicorn thing is going to be allowed, an Artificer can just craft a scroll of Planar Binding (3rd level on the Demonologist spell list), bind a succubus, and use her Greater Teleport spell-like ability to craft an item. Then you definitely don't need to worry about forests.

Darrin
2019-07-30, 08:23 AM
I suppose I should have clarified that what I really want is "tippyverse-equivalent but with 3rd level or lower spells, higher level spells being too rare to be mass-produced the same way".
Apologies to everyone who suggested ingenious ways to get spells above 3rd level; those are cool but not really what I was looking for since they just get you a variant regular Tippyverse.


Tippyverse leverages magical traps to create a Post-Scarcity world. Even under E6, you have pretty much all you need: Craft Wondrous Item, magic traps, create food and water, continual flame, etc. The teleport network is a little more difficult to set up, but still possible. Whether you use paladins/unicorns, binding/negotiating with demons, or what have you, any creature with a teleport SLA could help set the network up. If you wanted to be absolutely strict on only 3rd level spells and below, you could still do a teleport network with node door. Or heck, even dimension hop at 30' intervals.



OK, I know I just said I only wanted 3rd-level spells, but turning a large portion of the world into a giant forest with holes in it just to let Unicorn-based teleport traps work is really beautiful. I think if I were DMing/writing a setting I'd rule that they only work if there's near-continuous tree cover (apart from narrow rivers etc. but major rivers might block it) from the trap to the destination, although if the link is broken but then regrown the trap resumes working.


There would be a lot of devils in the details. Perhaps even literally. My original idea was that the "within the same forest" limitation wouldn't be part of the network, but it sounds like you'd much rather keep that distinction. So my next idea was, create the world-forest first, set up your nodes, and then build the cities around those nodes. What exactly happens to the forest at that point would have to be worked out... if the node platform still needs to be surrounded by trees from the original forest, how many? Four? Two? Do the nodes still work if it's just a garden or park inside the city? If so, then could inter-city warfare revolve around destroying each city's central park? Assuming the city's food/water production is still operational, this would likely only be a temporary inconvenience.

So next idea is the forest would still need to be contiguous, but you can cut away any trees that aren't directly part of the network. You could cut that down to a grove in each city connected by a line of trees, something like a network of telegraph poles between cities. How close do the trees need to be to still be considered a forest? Maybe 10'? If you take out a single tree in the line, does that line stop working? If so, then yes, you could isolate a city and attempt to invade. Siege isn't really possible (food/water traps), so you'd have to wipe out the population in the city quickly or, if they've had time to prepare, neutralize their defenses. Post-Scarcity, the city-states can afford any number of summon monster traps to provide defensive forces in an emergency.

If the line-of-trees is too fragile or problematic, or the forest can't really be cut back from it's initial borders, you could just build the cities underground. Or even more interesting... put the lines of trees underground. You can provide water and daylight for the trees inside a tunnel. Tunnels can be dug by unseen servants, constructs, dire badgers, or thoqqua.



That said I'd be interested to hear how you're planning to become an immortal god-emperor wizard tyrant over the whole world with mostly 3rd-level spells-


Apocalypse Martini (http://www.giantitp.com/forums/showsinglepost.php?p=15634823&postcount=19).

(That being said... there's almost always a way to do Tippyverse-level stuff at lower levels. Wait a few days and this thread will be full of them.)



Teleport traps alone don't make that inevitable (unlike Teleportation Circle, you need to spend a lot of money and have a paladin on hand anytime you move troops to a new area).


In a Post-Scarcity world, money is no longer a constraint. With a little planning, you can create and stockpile enough trade goods to be able to pay for the crafting costs as needed. If you use Ancestral Relic instead of Craft Wondrous Item, you can convert *anything* with a book-value price into a magic item that can cast spells continuously or at-will.



It'd be a lot easier to be a good-aligned Cleric or Wizard and create a league of good-aligned cities, or a Paladin could even take Craft Wondrous Item themselves.

Actually, I'm liking the Ancestral Relic angle for good-aligned cities. A holy order of unicorn-riding paladins responsible for building and protecting the transportation network... that'd be pretty darned nifty. Order of the Silver Hoof?

Evil-aligned cities can use sacrifice rituals or finagle their way into planar binding shenanigans. They would probably be capable of leveraging more powerful spells (via demonic bargains), but would probably also suffer from more frequent demonic invasions.

Aha... here we go. Black Unicorn (Monsters of Faerun) is an evil version which has greater teleport as an (Su), and there is no restriction for within the same forest. Used as mounts by the Thayan military and Sisters of Cyric.

AlexanderRM
2019-08-07, 07:21 PM
In a Post-Scarcity world, money is no longer a constraint. With a little planning, you can create and stockpile enough trade goods to be able to pay for the crafting costs as needed. If you use Ancestral Relic instead of Craft Wondrous Item, you can convert *anything* with a book-value price into a magic item that can cast spells continuously or at-will.


What are some ways to make infinite money with infinite castings of 3rd level spells and below, with Psionic Fabricate being 4th level? I'm sure there's some spell in a handbook somewhere but looking through core spells my sense was that with Create Food saving on farming and allowing a population boom and Make Whole saving on crafting society could devote a lot more to crafting, mining, farming magical components and the like, but couldn't just create infinite stuff from traps in the cities (this is also IMO more interesting, but if there's some spell I'm completely ignoring I can't really call it a "Tippyverse Mindset").

Dimension Hop is a nice find but at 6000 gp market price for 30-foot increments that's just over a million GP per mile, and you can get one of those 176 needed traps per 6th level character who takes Ancestral Relic. I was thinking I could maybe see cities using those for movement within the city in highly congested areas, but even that is a stretch when cost-wise they make roads of Expeditious Retreat look like cowpaths.



Unrelated, two spell finds from another thread on high-magic worlds a few years ago: The 0th-level Amaneuensis lets you set up a magical printing press, and the 1st-level Scholar's Touch lets you read (but not memorize) one book/round- it doesn't give you any bonuses to Knowledge checks for repeated use, but presumably in a city with widespread use of both it would be easier for NPCs to take certain classes (especially Experts with a lot of Knowledge skills, but also Wizards and others to a lesser extent) and slightly easier to gain levels, as well as making it easier for mundane technology and ideas to spread.

Amusingly Scholar's Touch has a Range of Personal and Target of one book/round, so by RAW a trap of Scholar's Touch would allow the trap to read any book placed within it... I'm pretty sure use-activated items of Scholar's Touch could work just as well, but a Trap of Scholar's Touch would make a fun bit of setting flavor, a museum piece kept around as the first attempt at bringing Scholar's Touch to the masses. Alternatively, an intelligent Trap of Scholar's Touch would be pretty amusing, although it'd be far too expensive to deliberately set up in E6 so it would need to have spontaneously gained intelligence by chance/from reading books.

Maat Mons
2019-08-07, 08:36 PM
Fabricate is 3rd-level on the Trapsmith spell list. So a 3rd-level Artificer could craft a scroll of it. Or a 6th-level Artificer could craft an eternal wand of it.

Actually, the RAW of Scholar’s Touch is much stupider. It's a personal-range spell, which means the caster can only target himself. And it can only targets books. So if the caster is not himself a book, he's SOL.

AlexanderRM
2019-08-10, 12:48 AM
My initial idea (which I should have elaborated more clearly in the first post; I'll go edit it now) was that while otherwise almost all cheese is allowed, an E6 universe would mostly work as if the rules had been created with only 6th level or lower characters in mind: So not only do 4th-level spells just not exist except when deities are involved, 3rd level bard spells and 2nd level Paladin or Ranger spells also don't exist, the same way no amount of optimizing will let you cast a 7th-level Bard spell in 3.5. Any monsters that have them as SLAs would lose those or have them downgraded to lower-level versions, unless they're being used to represent demigod-tier creatures like Archfiends (which could be a creature as low as CR 10 in E6- the Enworld thread on the subject, which appears to be down, suggested that something like a CR 12 Aspect of Orcus could represent actual Orcus).

Likewise most PRCs are 1-level PRCs and those that aren't normally accessible before 6th level don't exist at all, similar for feats requiring things like caster levels above 6th, etc.



Good catch regarding Scholar's Touch though. Actually since the range is Personal, even a Wizard who is a book can only use it to read themselves, not other books- it would be fun to try to devise a campaign where that spell is relevant, about an awakened book who doesn't know what their contents are!

Ryton
2019-08-10, 10:40 AM
Well, since planar transit is hindered pretty hard, you'd have to find more mundane forms of using magic to travel. One could build a rail system of sailed barges resting on Floating Disks, propelled by auto-resetting traps of Gust of Wind. Basically a low-tech train, traveling ~50mph. And who knows, wealthy enthusiasts might even commission similar, unrailed personal conveyance, engineered with variable speeds, basically netting hovercars, also with speeds up to 50 mph.

It may not have the speed or convenience of Teleportation Circles, but it does scale long-range, ground-based travel up to near modern speeds and convenience.

AlexanderRM
2019-08-16, 05:07 AM
Incidentally, while it certainly isn't a good way to get between parts of the material plane except at long distances, planar travel is more possible than I would have expected- not only is Astral Caravan still available (although limited to 5th-6th level Nomads and not something I'd want to entrust with a trap with no method of returning if lost), quite a few spells from the Manual of the Planes are 3rd level or lower, including Analyze Portal and Attune Form (for Clerics/Druids, Sor/Wiz have to make due with Avoid Planar effects for a 6 minute rather than 12 hour duration). There'll just be a lot more emphasis on finding portals or on difficult, slow astral voyages- somewhat closer to how I pictured large parts of Planescape actually, rather than zapping instantly back and forth.
Also, E6 Planescape is potentially hilarious- with monsters above CR 6 being incredibly rare (kingdom-threatening events on the material plane), you can still have the city of Sigil but instead of solars and balors rubbing wings most of the streets will look more like lantern archons and imps. The Abyss for example will be overwhelmingly inhabited by Fiendish versions of CR<=6 creatures, Dretches, and Quasits; a CR 7 Succubus is a terrifying creature that could carve out her own kingdom or be the direct lieutenant of a minor demon lord, even with her Greater Teleport and Ethereal Jaunt SLAs lost.



Magic sail barges on Tenser's Floating Disks... now there's an interesting thought. Floating Disks stay within 5 feet of their caster by default and wink out if brought more than 25 feet away, so setting traps of it every hour can't work. You could stretch RAW a fair bit and have traps- or wondrous items, if traps can't be moved or weigh too much to economically carry anything else with at most 600 lbs per trap- carried along on the ship. That's pretty silly in a setting based on abusing silly interpretations of RAW, but it fits my image of the abundant-weak-magic setting; I'd been thinking there might be custom ships with Levitate and Fly effects at astronomically high prices.

Gust of Wind produces a 60-foot line and explicitly can't move creatures beyond its' range limit (presumably their momentum is instantly lost at 60 feet, because magic+RAW), not to mention it's a single 5x5 line so would only move even a tiny ship a fraction of 50 mph unless you had several per 60-foot stretch, making fixed rails almost as exorbitant as Dimension Hop. Independent ships carrying their own wind for the very rich or valuable cargoes/messages would be a lot more economical.