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laclongquan

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Mage nobles, simply speaking, has no motive at all about contraception.
You gave the motive in your original post - if there's a risk that non-legitimate children inherit the powers then there's a reason not to make them. Especially given that magical contraception methods don't have any of the disadvantages condoms have.
There's also a very obvious motive for contraception for female mages.

But then again, I also don't agree with this:
you dont want to expand your noble class size too much to keep your quality of life high
Because you can just use magic to increase your quality of life indefinitely.

No. Legitimacy only means something when it means something REAL. In a mage-noble society, to be a mage is legitimacy, not anything else.

In a non-mage noble society, legitimacy is just something you use to limit the inheritance to ONE inheritor, or a close select group. Said inheritance is lands, positions, wealth.

In a topdown mage noble society, what's real is magic skills, magic knowledge, everything that differ mage-nobles to nonmage-nobles. Most especially if magic is something in the blood (genetic). Which means you can not make mage-noble at your will. If you dont have your proper successor as mage-noble, all you accomplished will be nothing because your children will be a nonmage nobles, or a normal. With magic like that, to have a proper successor is EVERYTHING.

To keep it simple and Earth-like for you to understand. Let's take an example, say a society that is EXTREMELY revere quantum physic. You either have to understand quantum physic and be the top, or you be everything else. If your family dont have one understand it, yours is second class. If yours have one, that one generally is the leader in the family, or at least the one with right to command. If you are the leader of such a family, do you concentrate on making as many children as you can in order to have one that can understand QP? Or do you use contraception to make as few children as possible, and therefore risk you dont have even one child to understand QP? IN which case your next generation become second class. Rich be damned!

And if you dally with a servant girl in a bar downtown and she bring a child that's extremely possible that can understand QP... do you take that child as your own (and every trouble that come from it) or do you ignore that as unexisting?

In such society, the former option is obvious. And it's why they will not use contraceptive. Because Quantum Physic, man!
 
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Because you can just use magic to increase your quality of life indefinitely.

This depends on the magic system in question.
As do many other things. But we're presumably talking high fantasy magic, which implies capability of god-level feats. Weak magic, or very costly magic would create different kinds of societies, of course.

Are we really talking high fantasy, though, or are we talking Dungeons and Dragons? Because if I look at most high fantasy RPGs magic is generally only good for military applications and isn't necessarily much good for your domestic quality of life.
 

V_K

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on a world with powerful and accessible magic, muggles would have absolutely zero chance to rise to nobility in the first place
Magic-powered bastards of the mage nobles will help muggles rise to the nobility
If that's the case, mages would just make sure not to have bastards - which is a lot easier for them to do than for the real-world nobility.
Mages won't bother with contraception because bastards don't matter.
Would you please decide on what you're arguing for/against here? Do bastards matter or not? If they do, there's a reason for mage nobles to bother with contraception. If they don't, they're not a risk to the mage nobility anyway.
Not to mention that with divination magic nobles would have a way of knowing exactly how and when to conceive an heir.
Not to mention that in a mage-run society nobility lineages might very well be mentorship-based rather than blood-based - i.e. a mage's heir could (and highly likely would) be his/her apprentice rather than a child.
 

V_K

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Because you can just use magic to increase your quality of life indefinitely.

This depends on the magic system in question.
As do many other things. But we're presumably talking high fantasy magic, which implies capability of god-level feats. Weak magic, or very costly magic would create different kinds of societies, of course.

Are we really talking high fantasy, though, or are we talking Dungeons and Dragons? Because if I look at most high fantasy RPGs magic is generally only good for military applications and isn't necessarily much good for your domestic quality of life.
I mentioned that in a previous post:
Thing is, the spell list D&D gives to the player does not correlate very well with how wizards are portrayed in the FR settings - the player's grimoire is far weaker and, for obvious reasons, very lopsided towards combat spells, while other spells have very arbitrary limitations to prevent them from breaking the game. In other words, it's pretty weak the way it's described in the rules.
 
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Because you can just use magic to increase your quality of life indefinitely.

This depends on the magic system in question.
As do many other things. But we're presumably talking high fantasy magic, which implies capability of god-level feats. Weak magic, or very costly magic would create different kinds of societies, of course.

Are we really talking high fantasy, though, or are we talking Dungeons and Dragons? Because if I look at most high fantasy RPGs magic is generally only good for military applications and isn't necessarily much good for your domestic quality of life.
I mentioned that in a previous post:
Thing is, the spell list D&D gives to the player does not correlate very well with how wizards are portrayed in the FR settings - the player's grimoire is far weaker and, for obvious reasons, very lopsided towards combat spells, while other spells have very arbitrary limitations to prevent them from breaking the game. In other words, it's pretty weak the way it's described in the rules.

Fair enough. Personally I consider FR to be trash, and DnD as a whole, setting-wise, and not much worth considering. It's very poorly made.
 

V_K

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Fair enough. Personally I consider FR to be trash, and DnD as a whole, setting-wise, and not much worth considering. It's very poorly made.
Yes, Dark Sun makes a lot more sense, also as a model of a functioning magocracy, but still suffers from the "everything but the kitchen sink" approach.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
btw, what about Iratus: Lord of the Dead?
Does it do Necromancy well?

It seems like a reverse Darkest Dungeon with necromancy:
You control an obedient army of the living dead, with skeletons, zombies, banshees and many other unliving warriors. Create your soldiers the only way a necromancer knows how: from the body parts of your slain enemies!



Edit: Apparently, not anymore:

https://rpgcodex.net/forums/index.p...he-dead-now-available-on-early-access.128798/

I played both the old version by Pope Amole and the new/current version and lemme tell ya: the WORSE thing for me isn't even the fact that they nerfed everything and now every minion has one, maybe two useful buttons. The worse thing is how the in-game NARRATIVE got completely and utterly BUTCHERED. In-game text blurbs and mechanics no longer see each other eye to eye. This may not sound like a big deal to some, but it REALLY is, because the thing that separates GAMES from other media is precisely their ability to present an INTERACTIVE narrative. But now shit no longer makes any sense. Let me go over some examples:

  • Bride of Iratus is supposed to be a backline DPS minion. Except her damage got nerfed into oblivion and she is now better used as a dread stacking minion, rather than a physical DPS. See, out of all the monster in the game the least scary is the one most effective at dealing stress damage.
  • Banshee is supposed to be the "default" stress-related minion. Except her stress damage dealing got NERFED and with the introduction of evasion she is much better suited for the role of frontline TANK/disabler.
  • While the banshee excels at tanking, the Knight sucks at it because of the poor implementation of armor. Note: I dislike armor being implemented as pure linear reduction and much prefer the DT/DR model (eg: Underrail), but linear reduction can work. Except it doesn't anymore because HP + Evasion trump armor, which is a borderline useless stat now.
  • The Lost Soul's description says it's supposed to seduce travellers or something. Except it looks like THIS:
    258
    . Lost Soul should switch jobs with the vampire lady, IMO :lol:
  • Gloom Claws and the Shade got NERFED so hard it's not even funny. Which means any hope of a "hybrid" play style has been crushed. So you either go all physical damage or all stress. Anything in-between and you're just gimping yourself for no reason. This game needed MORE bridges between HP and Stress damage, but instead the dev team decided to burn down the only bridge the game had
  • Crafting is so tedious and poorly balanced now. A purple part giving armor and resistance bonus while a green one gives you something useful instead goes to illustrate how the people behind this simply can't into basic math.
  • Minion related skills got NERFED and had their effects reduced to a single minion at best. "The Blackest Lodge" is gone, "Love Potion" gives you borderline negligible benefits to your brides (and for a stupid cost too) and the worse offender: a new 4 points skill that makes your out of combat minions heal faster. So...you pay 4 fucking points to have the same effect that the basic Morgue gives you. WHO MADE THIS CRAP? OMG...
  • Berserkers raging after taking stress damage + the engineer boss = stress builds are completely and utterly fucked. So while on the surface it looks like you have many options to play with, the reality is that you need damage and tanking. Tank and spank: the most BORING and generic tactic of all time is what gets you by in Iratus.
  • Unlocking minions over the course of multiple playthroughs is the most blatant and boring form of forcing replayability onto the player. And what's the in-game explanation for it?! I remember minion unlocking being somewhat tied to Iratus "remembering" how to craft them, but now it's literally a "sink more hours into our shovelware to unlock options to make your grinding less boring". Oh, and it makes the vampire producing skill become fucking worthless and also remove the flavor of vampires: they are no longer the one minion you can't craft, but rather have to "persuade" to your cause. :lol:
  • Speaking of Shades and Banshees, the game now has FIVE ghost-type enemies. How are wraiths different from shades? They're not. Not even the text blurb bothers to provide any explanation to anything.
  • Blood Phantasm is supposed to be a "mid-to-late game" minion, yet it sucks so hard at everything it attempts to do that you're better served making basic skeletons instead. Oh, and the text hints at their supposed hatred for Iratus, but there's no in-game mechanic that back it up in any way. Not even a bit of dialogue like with the Banshee.
  • Minion leveling is stupid and has no in-game justification at all. Your creatures are supposed to be literally brainless, yet they somehow manage to improve now. OH and the leveling system is utter garbage. Since most skills are useless now you level up once, maybe twice and then you just go for whatever option gives you the best passive stats, since you've no intention of pressing that button anyway.
  • Mummies had a nice mechanical theme of spreading misfortune while being unlucky themselves (-50 luck). Now they have the same luck as everyone else and the text mentioning their own misfortune no longer has any in-game feedback. Lol...
  • Basebuilding is incredibly tedious and minions being used as building materials makes no sense and also adds to the tedium of going back and forth between screens because you forgot which minion was arbitrarily chosen as sacrifice to build/upgrade X building.
Sadly, Iratus was a fun and straightforward game, but now it's an overly "balanced" (nerfed) exercise in tedium and frustration. If you can get it at bargain bin price then MAYBE you'll get a chuckle out of the voice acting, but that's pretty much it.
 
Last edited:

laclongquan

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Because you can just use magic to increase your quality of life indefinitely.

This depends on the magic system in question.
As do many other things. But we're presumably talking high fantasy magic, which implies capability of god-level feats. Weak magic, or very costly magic would create different kinds of societies, of course.

Are we really talking high fantasy, though, or are we talking Dungeons and Dragons? Because if I look at most high fantasy RPGs magic is generally only good for military applications and isn't necessarily much good for your domestic quality of life.
I mentioned that in a previous post:
Thing is, the spell list D&D gives to the player does not correlate very well with how wizards are portrayed in the FR settings - the player's grimoire is far weaker and, for obvious reasons, very lopsided towards combat spells, while other spells have very arbitrary limitations to prevent them from breaking the game. In other words, it's pretty weak the way it's described in the rules.
No, the thing is: we gamers play game and most of the games have heavy combat-bias. So it concentrate more on combat abilities rather than normal everyday life abilities.

DnD is like a magic civilization and everything surround magic. Think about it.

For example, basic necessity.

You gotta have clean water in a civilized setting. The game doesnt mention it. The setting do: there is basic cantrip or level 1 spell that can create water out of thin air. And basic cantrip can be learnt by almost anyone with half way decent intelligence or wisdom. So clean water solution is solved. That is drinking water. Bath and agrilture use can be dealt with by well water and river.

You gotta have basic food. The game doesnt mention it. The setting do: there is level 1 spell that can create bread (or equivalent) out of thin air. While it's small and not very tasty, it can save your life until you can find better. And basic level 1 spell can be learnt by almost anyone with half way decent intelligence or wisdom. So basic food solution is solved.

Crops. There are plenty of middle to low level spells that can enhance crops, from druids to clerics to mages. So have bountiful crops can be expected, unless you have no professionals. In which case on Earth is a recipe for famine as well.

Tool makers. Our civilization use assembly lines with workers and automated machines to create it. But tehre is spell that create invisible hands to make items, command ropes to tie things and make things, etc... They also not very high tier either, more like level 2 or 3, translate to middling professionals.

Diseases. It does seem random diseases (and virus/bacteria) no longer rampant, but be commanded by cleric of goddess control diseases.

Healing. Cantrip minor cure wounds is accessible at low level. And if you use that, in two days you can have an injured patient outta bed. Which is impossible on Earth.

Google search "dnd spell" and term that you want to search and it can give you some interesting results.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
Conquest of Elysium and Dominions are the peak if you want to live out your Nercromancer Empire fantasies, along with many other fantasies.
That is completely true:
In Conquest of Elysium, you can start as a necromancer, and raising undead will drive you mad, unless you do it in a "controlled way". That is why you let your apprentice do that with the leftovers of the battlefields and such, and only bother raising the greater undead yourself, until you can become a lich or a vampire, who are unaffected by insanity.
Dominions 5 has you play a much stronger necromancer (you can actually start as a lich or demi-lich, and try to become a god), as your demesne aura brings death to every neighbouring province, so that you can raise their inhabitants as skeletons (actually, it really feels like you are brining apocalypse to the world in Dominions 5, if you follow the pop count during a game as necromancer).
 

BinaryForest

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Books? And mostly arcane books?
And how does the nobility happen to have them and not the mages in the first place?
Nobility will have access to arcane arts in most situations where magic is powerful and accessible.
It's the other way around - on a world with powerful and accessible magic, muggles would have absolutely zero chance to rise to nobility in the first place. Unless they prefer to keep their existence secret from muggles - which is more or less the scenario I was arguing for, mages as free agents unconstrained by the rules of the muggle world (because where's fun in ruling an empire when you could be busy unraveling the universe?).
There are no scenarios where it makes sense for powerful mages to serve infinitely inferior muggles.

Wrong!
Let's assume your scenario: nobles have access to magic and try all their damnednessdest to keep monopoly.
There's a uncertain factor: nobles' bastards. The bastards are practically a given. Because the nobles will put their paws on the female servants and lower class but NOT acknowledging their offspring. That's how they keep the nobility class size small (in order to keep their quality of life high). So there's going to have bastards.
The bastard will have half their genes coming from their parents. So they can have access to all the advantages the nobles have, gene-wise.
They are going to be smart. They are going to have access to magic thanks to blood (sorcerers equivalent)
More importantly, the lower classes are no fools and going to treasures to the bastards for their abilities. They are going to center around the bastards in order to create resistance.
And their absolute number is going to be huge, several orders bigger than the nobles.
There's going to have revolts with bastards being aces in the hole. Whenever the bastards achieve certain numbers and the lower classes think they have a chance to revolt successfully. REVOLTS!
Several times. Like clockworks.
The old nobles will go down.
Sure, the bastards are going to get their own share of the spoils.
But the other lower classes will have their own chance to rise up to.

This is basically the plot of the first Mistborn book. There the answer to the question of bastard mage children was for the dominant religious institution to employ trained Inquisitors to explicitly hunt down and execute any peasant child with traces of magic, their immediate family, their friends, and the noble who conceived them.
 

V_K

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Books? And mostly arcane books?
And how does the nobility happen to have them and not the mages in the first place?
Nobility will have access to arcane arts in most situations where magic is powerful and accessible.
It's the other way around - on a world with powerful and accessible magic, muggles would have absolutely zero chance to rise to nobility in the first place. Unless they prefer to keep their existence secret from muggles - which is more or less the scenario I was arguing for, mages as free agents unconstrained by the rules of the muggle world (because where's fun in ruling an empire when you could be busy unraveling the universe?).
There are no scenarios where it makes sense for powerful mages to serve infinitely inferior muggles.

Wrong!
Let's assume your scenario: nobles have access to magic and try all their damnednessdest to keep monopoly.
There's a uncertain factor: nobles' bastards. The bastards are practically a given. Because the nobles will put their paws on the female servants and lower class but NOT acknowledging their offspring. That's how they keep the nobility class size small (in order to keep their quality of life high). So there's going to have bastards.
The bastard will have half their genes coming from their parents. So they can have access to all the advantages the nobles have, gene-wise.
They are going to be smart. They are going to have access to magic thanks to blood (sorcerers equivalent)
More importantly, the lower classes are no fools and going to treasures to the bastards for their abilities. They are going to center around the bastards in order to create resistance.
And their absolute number is going to be huge, several orders bigger than the nobles.
There's going to have revolts with bastards being aces in the hole. Whenever the bastards achieve certain numbers and the lower classes think they have a chance to revolt successfully. REVOLTS!
Several times. Like clockworks.
The old nobles will go down.
Sure, the bastards are going to get their own share of the spoils.
But the other lower classes will have their own chance to rise up to.

This is basically the plot of the first Mistborn book. There the answer to the question of bastard mage children was for the dominant religious institution to employ trained Inquisitors to explicitly hunt down and execute any peasant child with traces of magic, their immediate family, their friends, and the noble who conceived them.
Mistborn's mages are also fairly weak, compared to typical high fantasy wizards.
 

laclongquan

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Even after the revolts, after long time passing, the bastards that grab power will have two courses of action. Follow their biological fathers and become their hated progenitors again, give rise to new mage-nobility and be put down again. Or give up some power to normal people and can have a place in the new upper/middle class. Thus they would have to serve normals at some aspects.

IT's an old scenario in Fantasy subgenre. Any halfway decent writers with research ability will run into this one and find proper answer for it~ Sanderson is not the only one, female authors we have Wen Spencer for one.
 

DalekFlay

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I don't have a particular interest in necromancy but I do like when my mage can dabble in forbidden magic, or there's a forbidden magic in society. Dragon Age: Origin's blood magic is pretty cool for that, and is portrayed similar to necromancy in a lot of ways.

As for typical necromancy, nothing stands out to me other than Diablo 2. There was some briefly cool ideas about it in Morrowind, but very minor. Would have been cool if the Morag Tong had a bunch of mages in it that focused on necromancy.
 

Cryomancer

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I don't have a particular interest in necromancy but I do like when my mage can dabble in forbidden magic, or there's a forbidden magic in society. Dragon Age: Origin's blood magic is pretty cool for that, and is portrayed similar to necromancy in a lot of ways.

IMO DA:O blood magic is too simplistic. I mean, you can damage companions to heal, can take control over enemies, damage and paralyze, but the long cooldowns really hurt blood magic on it. VtM has a interesting blood magic, unfortunately is hard to translate everything, mainly path of conjuration to a video game. That said, blood magic in DA:O is very disconnected from the narrative. You can use it in front of templars and nobody cares. At least VtMB made that if you use thaumaturgy in front of mortals, it is a masquarede breach. And you powers are
  • 1 dot = Blood Strike -> A projectile will strike your victim. If you remain still and the victim lives, the blood shot will return with stolen blood from your victim.
  • 2 dot = Purge -> Enemies near your character will become violently ill, vomiting blood. Damaging to both normal and supernatural foes.
  • 3 dot = Blood Shield -> A shield of blood envelopes the player, absorbing a portion of all damage inflicted. Blood shield will dissipate only after it has absorbed enough damage.
  • 4 dot = Blood Salvo -> Blood projectiles will strike several enemies. If you remain still for the duration, the shots will return with stolen blood from your victims.
  • 5 dot = Blood Boil -> The target's blood is instantly heated to boiling, causing him to explode violently. Others nearby take blast damage from the explosion.





This is what i expect from a blood mage.
 

deuxhero

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Because you can just use magic to increase your quality of life indefinitely.

This depends on the magic system in question.
As do many other things. But we're presumably talking high fantasy magic, which implies capability of god-level feats. Weak magic, or very costly magic would create different kinds of societies, of course.

Are we really talking high fantasy, though, or are we talking Dungeons and Dragons? Because if I look at most high fantasy RPGs magic is generally only good for military applications and isn't necessarily much good for your domestic quality of life.
I mentioned that in a previous post:
Thing is, the spell list D&D gives to the player does not correlate very well with how wizards are portrayed in the FR settings - the player's grimoire is far weaker and, for obvious reasons, very lopsided towards combat spells, while other spells have very arbitrary limitations to prevent them from breaking the game. In other words, it's pretty weak the way it's described in the rules.
No, the thing is: we gamers play game and most of the games have heavy combat-bias. So it concentrate more on combat abilities rather than normal everyday life abilities.

DnD is like a magic civilization and everything surround magic. Think about it.

For example, basic necessity.

You gotta have clean water in a civilized setting. The game doesnt mention it. The setting do: there is basic cantrip or level 1 spell that can create water out of thin air. And basic cantrip can be learnt by almost anyone with half way decent intelligence or wisdom. So clean water solution is solved. That is drinking water. Bath and agrilture use can be dealt with by well water and river.

You gotta have basic food. The game doesnt mention it. The setting do: there is level 1 spell that can create bread (or equivalent) out of thin air. While it's small and not very tasty, it can save your life until you can find better. And basic level 1 spell can be learnt by almost anyone with half way decent intelligence or wisdom. So basic food solution is solved.

Crops. There are plenty of middle to low level spells that can enhance crops, from druids to clerics to mages. So have bountiful crops can be expected, unless you have no professionals. In which case on Earth is a recipe for famine as well.

Tool makers. Our civilization use assembly lines with workers and automated machines to create it. But tehre is spell that create invisible hands to make items, command ropes to tie things and make things, etc... They also not very high tier either, more like level 2 or 3, translate to middling professionals.

Diseases. It does seem random diseases (and virus/bacteria) no longer rampant, but be commanded by cleric of goddess control diseases.

Healing. Cantrip minor cure wounds is accessible at low level. And if you use that, in two days you can have an injured patient outta bed. Which is impossible on Earth.

Google search "dnd spell" and term that you want to search and it can give you some interesting results.

Or just read Eberron Campaign Setting...

(As far as I'm aware, there's no first level spell that creates bread in D&D. Pathfinder has a first level spell that makes mere bread enough to fully feed a character, a spell that provides one meal to a target that sleeps, and a few spells that make booze, but nothing in D&D that I know of)
 

DalekFlay

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That said, blood magic in DA:O is very disconnected from the narrative. You can use it in front of templars and nobody cares. At least VtMB made that if you use thaumaturgy in front of mortals, it is a masquarede breach.

Yeah I think your ability to become one was thrown in quickly without much effort. Which is a shame as it would have been a great source for choice and consequence. I only vaguely remember the sequels but I'm pretty sure it was even less impactful there, though I think the elf chick in 2 had some interesting dialog about it not being as insta-evil in Elvin culture.
 

laclongquan

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Or just read Eberron Campaign Setting...

(As far as I'm aware, there's no first level spell that creates bread in D&D. Pathfinder has a first level spell that makes mere bread enough to fully feed a character, a spell that provides one meal to a target that sleeps, and a few spells that make booze, but nothing in D&D that I know of)

lvl 1 priest spell: Create Water, Purify Food and Drink, Water to Wine,
lvl 2 priest spell: Goodberry (good filling but bland food)
lvl3 priest: Create Food and Water.

And that's ten minutes of search and reading. I dont bother to do with wizard spells. Google yourself.
 

DraQ

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It never fails to puzzle me how the fuck can anyone create "make food" type of spells without realizing how much of a wrecking ball they are for pretty much any setting - likely more than even resurrection.
Anything that is going to be foundations of your setting's economy, way of life, people's priorities and general vibe (this likely means your quasi-medieval peasants and fields, you lazy bum), is going to be utterly nuked in a completely unmanageable manner by free food, clean water and disease removal. At least with rez you might try to contrive ways to limit damage, but basic sustenance is too ubiquitous and low level for that.

tl;dr
Anything that messes with Thermodynamics the I or Thermodynamics the II is likely to end up in utter hilarity.
Learn to pick your battles, fuckwads.
 

deuxhero

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Or just read Eberron Campaign Setting...

(As far as I'm aware, there's no first level spell that creates bread in D&D. Pathfinder has a first level spell that makes mere bread enough to fully feed a character, a spell that provides one meal to a target that sleeps, and a few spells that make booze, but nothing in D&D that I know of)

lvl 1 priest spell: Create Water, Purify Food and Drink, Water to Wine,
lvl 2 priest spell: Goodberry (good filling but bland food)
lvl3 priest: Create Food and Water.

And that's ten minutes of search and reading. I dont bother to do with wizard spells. Google yourself.

None of those create food except Create Food and Water, which is far higher level than level 1. They create water (or wine), purify existing food, make a berry provide a day's food, but they don't create food.
 

typical user

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Well Skyrim did pretty good job at that. When you master conjuration you can permamently have an undead at your side - some NPCs even retain their special abilities. You can kill Ulfric and his corpse will still use dragon shouts. Or you can raise up ebony warrior, the single most powerful human in the game (provided you use mods since the vanilla caps at target level 50 - Bethesda being Bethesda). With DLCs it gets even better as you can summon spectres, even undead horse or a dragon. There is even an ability to raise every corpse in a small radius to fight alongisde your character for limited time. With simple mods which increase the amount of summoned followers or lifting the level cap the game can allow for some impressive stuff that I haven't seen any AAA 3D ARPGs do in similar fashion.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,002
Location
Frostfell
Man, fuck this quest.

The quest is bad BUT thaumaturgy in the game is good.

As for necromancies, Antitribu mod includes Giovanni clan who has access to necromancy.

It never fails to puzzle me how the fuck can anyone create "make food" type of spells without realizing how much of a wrecking ball they are for pretty much any setting

Unless there are serious limitations IE - The food is not near nutritive as non magical food, create food would have a HUGE impact in the world economy. That i don't see writers taking it into account.

Well Skyrim did pretty good job at that.

Only one summon / two with a max conjuration
Cooldowns on shouts
No curses or nasty necromantic effects
(...)

I don't think so.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,184
Location
Searching for my kidnapped sister
It never fails to puzzle me how the fuck can anyone create "make food" type of spells without realizing how much of a wrecking ball they are for pretty much any setting

Unless there are serious limitations IE - The food is not near nutritive as non magical food, create food would have a HUGE impact in the world economy. That i don't see writers taking it into account..

1. If you realy on magical food, you are dependant on one person's ability. one cleric probabbly can provide food for, like, ten persons. And (arcane/divine) casters are not that common. 5 percenter? So they can not provide food to the whole population.

2. Magical food is bland as fuck and any organic food would be better. Say the equivalent of five-year stored grains versus this year's grain. There is a huge difference in quality. They would only eat that as food in emergency, forced to eat is more like.

3. Faerun is a magical civilization versus earth as scientific civilization. The ramification is of course huge.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,523
Yeah I think your ability to become blood mage was thrown in quickly without much effort.
There was a major effort for this idea but similar to lirium addiction it was dropped later. The blood mage reaction would go so far as to had some actual VA lines recorded for it. There supposed to be a PC blood mage confrontation scene during Circle quest in which Wynne questions your ability to channel such foul magic in front of the templars. You could summon some bullshit about "gray warden magic" but if you failed that check you'd make everyone hostile and wouldn't get mages nor templars for the main quest effectively causing a major plot divergence just because of one obscure specialisation. They probably cut it because there was not enough time to finish it properly. There is actually a mod that restores this little scene. Don't fail that check though.
 

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