Why low magic?


Pathfinder First Edition General Discussion

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mplindustries wrote:

So, first, I've run and played in lots of games (both low magic when I run and the regular high magic when I PCed) where nobody had healing magic. Now, usually, the GM doubles natural healing (and Pathfinder makes it easier with the ability of the Heal skill to actually cure HP), but that's usually all that's necessary.

Second, in the vast majority of games I've played, having more than one, MAYBE two fights in a day is nearly unheard of.

Well you see, that's no less that two major changes- doubling natural healing, and usually one rather than the "normal" four encounters per day.

Mind you, that's Ok too. Those arent crazy changes. But how does one explore a dungeon with one encounter a day?


DrDeth wrote:
Mind you, that's Ok too. Those arent crazy changes. But how does one explore a dungeon with one encounter a day?

At the rate of 1 room/day?

Travel to dungeon, head to first occupied room, have encounter. Travel back to town, sleep in beds, repeat until dungeon clear.


Orfamay Quest wrote:

For example, "no magic shops" actually makes PCs more powerful, because everyone takes crafing feats and makes their own, so you need some way to prevent this, which unexpectedly nerfs martials because they can't get the toys they need, and so on.

You get rid of most crafting other than scrolls & potions. As the DM you carefully drop magic items that each PC needs, to balance their fun and effectiveness. And of course some other stuff. Indeed, that's how AD&D ran. No crafting, few MagiK Shoppes- but lots of drops. Especially weapons & armor (since most monsters arent spellcasters).

Not too hard, been doing this for forty years. ;-)


Or be like me and never have dungeons in the game at all (at least not since early 2e). If the only place you ever go are castles, towns and villages with possible encounters in the wilderness between them, and the rest of the time spent roleplaying. Though usually there are more than one encounter per day in my games, we almost never hit four encounters. Dungeons as literally underground mazes of multiple chambers are something we've thrown out of our games, beings so unrealistic and non-existing comparing to real world places - at our table they don't make sense, so we don't use them. The dungeons that exist in our castle locations are what are usually found in real castles - a stairway down to a single hallway with several prison cells and a torture chamber, that's it.

Verdant Wheel

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Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.


Draco Bahamut wrote:

Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

That sounds fantastic. Did they have to pick classes before or after rolling stats?

Dark Archive

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Headfirst wrote:
Orfamay Quest wrote:
But that's what most of us who oppose "low magic Pathfinder" have been saying

So why are you even here? This thread is called "Why low magic?" Why are you here complaining, acting defensive, and lashing out at people who describe their own personal playstyle to you?

Better yet, let me put you at ease. I promise you that no Paizo employee is going to read this thread and say, "Great idea, let's immediately recall all Pathfinder products and rewrite the entire game system to be low magic so we can force it on everyone!"

If low magic isn't your thing, good for you. Move on. Hey, why not start another thread about high magic campaigns? There's really no point to you even being here if all you're going to do is insult people by insinuating they're bad DMs or try to belittle their opinions.

Because he is part of a crowd that dislikes the concept of low-magic games existing or being considered in the gaming multi-verse.

Doesn't matter if it's PF, a conversion/modification of PF or a system designed from the ground up with the intent of lower magic or player power (as he has stated often) - he just doesn't like the concept and will frame any arguments around this as if his opinion and personal likes are facts.

As to involvement in this thread? Well, he thinks he knows better and it's the internets.


Tarantula wrote:
Draco Bahamut wrote:

Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

That sounds fantastic. Did they have to pick classes before or after rolling stats?

It would have to be after. If you chose a wizard but then get an Int of 10 or less you wouldn't even be able to cast 1st level spells.


Auxmaulous wrote:


Doesn't matter if it's PF, a conversion/modification of PF or a system designed from the ground up with the intent of lower magic or player power (as he has stated often)

Glad to know that you can't read. I've specifically recommended Iron Heroes on this thread as a low-magic alternative to Pathfinder because it's been playtested and they fixed most of the bugs.

But go ahead and have arguments with imaginary people who say things that you want them to say instead of what they actually say.


Arikiel wrote:
Tarantula wrote:
Draco Bahamut wrote:

Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

That sounds fantastic. Did they have to pick classes before or after rolling stats?
It would have to be after. If you chose a wizard but then get an Int of 10 or less you wouldn't even be able to cast 1st level spells.

If you're ironmanning it, might as well go all the way. Why not? Maybe you're just a sucky wizard.

Sovereign Court

Tarantula wrote:
Arikiel wrote:
Tarantula wrote:
Draco Bahamut wrote:

Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

That sounds fantastic. Did they have to pick classes before or after rolling stats?
It would have to be after. If you chose a wizard but then get an Int of 10 or less you wouldn't even be able to cast 1st level spells.
If you're ironmanning it, might as well go all the way. Why not? Maybe you're just a sucky wizard.

I'm with Arikel on this. It'd have to be afterwards. If someone was of below average intelligence, they wouldn't have been allowed to apprentice in the first place. Same thing with Charisma & sorcerors (though sort of reversed) - being charismatic is inherent in the sorcerous bloodline.


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DrDeth wrote:
Well you see, that's no less that two major changes- doubling natural healing, and usually one rather than the "normal" four encounters per day.

I never said I didn't make changes, but I would hardly call those "major" changes. They require basically zero work and extremely minor explanation ("oh, by the way, natural healing is doubled" done). That's as simple a change as I could ever imagine.

DrDeth wrote:
Mind you, that's Ok too. Those arent crazy changes. But how does one explore a dungeon with one encounter a day?

I believe I said "one fight" per day, not one encounter. There are lots of ways to avoid fights ad plenty of interesting encounters that aren't fights. Plus, in my experience both running and playing in dungeons, when you get in a fight, you bring the whole dungeon down on you. Without lots of magical wards blocking sound or runners or whatever, I can't imagine fighting stuff in one room, and have the guys in the next room not join in.

But honestly, I've also not actually used many dungeons. They generally lack the verisimilitude we're all after.

Verdant Wheel

Tarantula wrote:
That sounds fantastic. Did they have to pick classes before or after rolling stats?

After rolling. No one got a high WIS or CHA, so no healing magic either (it was 3.5E). Only 3 players, Fighter, Wizard and Rogue. they couldn't reroll any char either.

The rogue had a really hillarious fight against a house cat just before he levelled to level 2.

Scarab Sages

DrDeth wrote:
Murdock Mudeater wrote:
Why learn to fish, when you can conjure meals?
Well just to take this- that requires a 5th level cleric. It makes enuf food to feed 15 humans. I dont have the figures in front of me, but there's far less than one level 5+ cleric per 15 people. And, the food is super-bland. How much money do we spend on getting good tasting food?

Goodberry? Level 1 druid spell (Seasons domain too) that makes multiple freshly picked berries each have the sustenance to of a full meal.

Then you've got purify food and drink, which allows preserving of existing food for functionally infinite periods of time.

You can also Create Water, rather than needing a fresh source.

So, a 1st level druid can make 2-8 meals with 2-8 berries with a single casting of a single spell. Berries are often seasonal, but with purify food and drink, you should be able to make them last year round. A druid can cast these spells with an 11 wisdom, hardly outside the NPC range.

Bland, perhaps, but the ability to sustain life, even a single person, with such limited technology being required, would make technology itself rather stunted.

If an average druid can create 2 meals per day from only 2 berries and additional berries can be stored indefinitely. Humans can survive one 1 meal per day so long as physical activities remain limited. So, 1 druid per 2 living creatures, well enough to start multiplying. That is survival still, not luxury living. They'd certainly want to find other food sources. The spell does generate 2-8 berries, so quite a bit of room for more than survival only, but for reliability, 2 meals generated per day.

Berries are also light weight, especially when you need so few to survive.

At this point, druids function as the primary food gatherers.

Druids might not be the most common magic user, but they can learn to inscribe magic on scrolls or in wands. Good berry scrolls or wands seem like early inventions, probably prioritized very early on in terms of "technology".

Use magic device is probably developed at a similar point in time, where non-magic users or other class magic users learn how to become sustaining via scrolls or wands.

From here it just continues.

Some technology is still learned, but it doesn't get created to compete with magic, but to supplement it. In example, Steam or water turbines are likely developed early on, due to the abundance of magic that can power them.

Likewise, metal armor is probably not very common early on, as it has very little benefit over magical armor. Lead, on the other hand, is probably used as a common material much earlier than in our history due to it's strong ability to deny magical vision. Not for piping, like in our history, but for magical defenses and for military uses.

So on and so forth.


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Scrolls of goodberry are 12.5gp per scroll.

You can have good meal per day at a cost of 5sp. Poor for 1sp. That's eating out, cheaper for the NPC's who stay at home and cook their own food (farmers, etc).

Conjured food, even goodberry is outside the average NPCs income range (unless they have some class levels).

Silver Crusade

I think he's arguing the "If the first humans were druids..." train of thought. What would happen to human advancement if they had DnD magic from the start. So your "poor meal" is a goodberry, since that is the most primal, simple, and bland food source of this theoretical society. The cost is then relatively low, since its competition is other conjured meals, of which most, if not all, are better tasting and/or more beneficial.

Shadow Lodge

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Why high magic?

is just as valid a question.

Sovereign Court

Kthulhu you on a roll today.


Riuken wrote:
I think he's arguing the "If the first humans were druids..." train of thought. What would happen to human advancement if they had DnD magic from the start. So your "poor meal" is a goodberry, since that is the most primal, simple, and bland food source of this theoretical society. The cost is then relatively low, since its competition is other conjured meals, of which most, if not all, are better tasting and/or more beneficial.

The price of casting goodberry to provide food beyond your own family is too high. It is much cheaper to hunt/use survival and then grow into farming instead.

Shadow Lodge

Pan wrote:
Kthulhu you on a roll today.

I'm not sure everyone agrees with you. :D

But how boring would it be if everyone (or even most people) always (or even most of the time) agreed with me?


Kthulhu wrote:

Why high magic?

is just as valid a question.

Because Reasons


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Riuken wrote:
I think he's arguing the "If the first humans were druids..." train of thought. What would happen to human advancement if they had DnD magic from the start. So your "poor meal" is a goodberry, since that is the most primal, simple, and bland food source of this theoretical society. The cost is then relatively low, since its competition is other conjured meals, of which most, if not all, are better tasting and/or more beneficial.

Except that non-conjured meals are still more practical and require little-or-no training; certainly well below that of a spellcaster.

Bear in mind that an untrained commoner with average Wisdom can keep himself supplied by foraging. (DC = 10). Finding food and water for a small group is not that difficult if you're wiling to spend skill points (DC 12 for two people, and so forth), which are a lot more common than druid levels.


Orfamay Quest wrote:
Riuken wrote:
I think he's arguing the "If the first humans were druids..." train of thought. What would happen to human advancement if they had DnD magic from the start. So your "poor meal" is a goodberry, since that is the most primal, simple, and bland food source of this theoretical society. The cost is then relatively low, since its competition is other conjured meals, of which most, if not all, are better tasting and/or more beneficial.

Except that non-conjured meals are still more practical and require little-or-no training; certainly well below that of a spellcaster.

Bear in mind that an untrained commoner with average Wisdom can keep himself supplied by foraging. (DC = 10). Finding food and water for a small group is not that difficult if you're wiling to spend skill points (DC 12 for two people, and so forth), which are a lot more common than druid levels.

The first goal would be to make a better food making spell. Second any king with a brain would just spend as much gold as he could to get Sustaining Spoons for everyone. Within a few years there would be no need for any farms for food as long as there were enough Spoons and it wouldn't be too hard to stockpile some spares. With in a few years hunger would be a thing of the past.

In the long term this would have crazy effects on the world. There would be very little limit on how many people there could be. Many of the other limiting factors could also be removed with magic.

How would anyone get sick if magic removed all the sources? You'd only have to worry about being injuried, and even then those are easy to treat.

You can also build ever more building space with the help of Cardboard Boxes of Hobo Holding.

The rate of growth would keep going up as more people means more magic users, and more higher level users. This would build until it breaks something in the world. Of course there's a good chance magic can fix that too.


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Bob of Mage wrote:

The first goal would be to make a better food making spell. Second any king with a brain would just spend as much gold as he could to get Sustaining Spoons for everyone. Within a few years there would be no need for any farms for food as long as there were enough Spoons and it wouldn't be too hard to stockpile some spares. With in a few years hunger would be a thing of the past.

In the long term this would have crazy effects on the world. There would be very little limit on how many people there could be. Many of the other limiting factors could also be removed with magic.

How would anyone get sick if magic removed all the sources? You'd only have to worry about being injuried, and even then those are easy to treat.

You can also build ever more building space with the help of Cardboard Boxes of Hobo Holding.

The rate of growth would keep going up as more people means more magic users, and more higher level users. This would build until it breaks something in the world. Of course there's a good chance magic can fix that too.

You think the entire populace will be content and happy with gruel for food? Even perfectly nutritious gruel, you will have people who want to cook, and others who want to taste flavors. People will farm, because they can sell flavorful food at a premium.

Silver Crusade

Orfamay Quest wrote:
Riuken wrote:
I think he's arguing the "If the first humans were druids..." train of thought. What would happen to human advancement if they had DnD magic from the start. So your "poor meal" is a goodberry, since that is the most primal, simple, and bland food source of this theoretical society. The cost is then relatively low, since its competition is other conjured meals, of which most, if not all, are better tasting and/or more beneficial.

Except that non-conjured meals are still more practical and require little-or-no training; certainly well below that of a spellcaster.

Bear in mind that an untrained commoner with average Wisdom can keep himself supplied by foraging. (DC = 10). Finding food and water for a small group is not that difficult if you're wiling to spend skill points (DC 12 for two people, and so forth), which are a lot more common than druid levels.

Really what we're looking at is a magic-as-the-solution-to-everything setting. Knowing how to cast goodberry is more common that being able to forage for food, largely since foraging is no longer a simple, common task, and therefore the DC goes up dramatically.

Basically, you're not removing yourself far enough from the written rules to arrive at this theoretical setting. It's quite a silly setting, where teleporting short distances is easier than making a 1 mile walk, but that's what happens when the inhabitants of your setting are 100% reliant on magic to function.

Imagine if you (yes you, the person) were suddenly dumped naked in a forest. Could you make it? Have you become too dependent on our current technology to survive? For most people the answer would be yes. Now replace technology with magic. That's the setting that's being proposed.


Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.


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Anzyr wrote:
Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.

I disagree. Pathfinder is written with moderate magic. High magic would be magic is the solution for everything. Need food? Get some out of your pantry of infinite food. Tired? Take a nap in your chair of restful naps. And so on.


Tarantula wrote:
Anzyr wrote:
Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.

I disagree. Pathfinder is written with moderate magic. High magic would be magic is the solution for everything. Need food? Get some out of your pantry of infinite food. Tired? Take a nap in your chair of restful naps. And so on.

Pathfinder magic can kind of do that. So your disagreement seems to lack merit in a world where Create Food and Water/Heroes Feast/Ring of Sustenance/Nap Stack are things.


Anzyr wrote:
Tarantula wrote:
Anzyr wrote:
Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.

I disagree. Pathfinder is written with moderate magic. High magic would be magic is the solution for everything. Need food? Get some out of your pantry of infinite food. Tired? Take a nap in your chair of restful naps. And so on.
Pathfinder magic can kind of do that. So your disagreement seems to lack merit in a world where Create Food and Water/Heroes Feast/Ring of Sustenance/Nap Stack are things.

It can but it is not commonplace. Even create food and water is vastly outpaced by regular farming as far as cost per meal is concerned. I consider high magic to be when most things are done via magic. Spells per day severely hampers that.


Tarantula wrote:
Anzyr wrote:
Tarantula wrote:
Anzyr wrote:
Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.

I disagree. Pathfinder is written with moderate magic. High magic would be magic is the solution for everything. Need food? Get some out of your pantry of infinite food. Tired? Take a nap in your chair of restful naps. And so on.
Pathfinder magic can kind of do that. So your disagreement seems to lack merit in a world where Create Food and Water/Heroes Feast/Ring of Sustenance/Nap Stack are things.
It can but it is not commonplace. Even create food and water is vastly outpaced by regular farming as far as cost per meal is concerned. I consider high magic to be when most things are done via magic. Spells per day severely hampers that.

Magic Item Creation is a thing and it can be easily taken. And while mundane is cheaper in the short run, in the long run magic items will beat out regular farming. 3.5 D&D and by extension Pathfinder is inherently a world of high magic. Ever look at the NPCs in Sandpoint? You can't walk down the street without bumping into someone with caster levels. Hell there's a Mystic Theurge.


Anzyr wrote:
Tarantula wrote:
Anzyr wrote:
Tarantula wrote:
Anzyr wrote:
Kthulhu wrote:

Why high magic?

is just as valid a question.

No it's not.

Pathfinder is written with the expectation of a high magic game. Asking "Why play high magic in a high magic game system?" is not as valid a question as "Why play low magic in a high magic game system?". You play high magic in a high magic game system, because it was written to fit a high magic world. It's that simple.

I disagree. Pathfinder is written with moderate magic. High magic would be magic is the solution for everything. Need food? Get some out of your pantry of infinite food. Tired? Take a nap in your chair of restful naps. And so on.
Pathfinder magic can kind of do that. So your disagreement seems to lack merit in a world where Create Food and Water/Heroes Feast/Ring of Sustenance/Nap Stack are things.
It can but it is not commonplace. Even create food and water is vastly outpaced by regular farming as far as cost per meal is concerned. I consider high magic to be when most things are done via magic. Spells per day severely hampers that.
Magic Item Creation is a thing and it can be easily taken. And while mundane is cheaper in the short run, in the long run magic items will beat out regular farming. 3.5 D&D and by extension Pathfinder is inherently a world of high magic. Ever look at the NPCs in Sandpoint? You can't walk down the street without bumping into someone with caster levels. Hell there's a Mystic Theurge.

Technically, high magic is locked behind level and/or wealth. Even in the adventure paths, you don't usually experience high level magic until the later levels.


High magic starts at the cantrip level to be perfectly honest.

Need Water? The most important thing for civilization? Any society can now get started for the low low price of Create Water.


Anzyr wrote:

High magic starts at the cantrip level to be perfectly honest.

Need Water? The most important thing for civilization? Any society can now get started for the low low price of Create Water.

True, true, but the setting doesn't represent that very well... As I said upstream with my comment of create water in a dessert setting.


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Anzyr wrote:

High magic starts at the cantrip level to be perfectly honest.

Need Water? The most important thing for civilization? Any society can now get started for the low low price of Create Water.

Oh yeah, water which disappears after a day if not drank. At the whopping rate of 20 gallons/minute (for level 1). Its not like you can keep a town irrigated with that.


20 gallons a minute? I don't know much water you would need for irragation, but assuming it was the Create Water casters job to well... make water, doing that for 16 hours would yield 19,200 gallons of water. That seems like a lot to me. Enough that a *single level 1 caster* could manage a small town.


Can we jump to the Tippyverse part of the discussion?


Tippyverse is Bob Marley Magic.

And Pathfinder is at least moderately High Magic. I seem to recall that there's a 75% chance of finding every first level scroll in a town of 10 people. The price limits are fairly high on the low end and fairly low on the high end (nothing above +3 weapons without town modifiers).


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Anzyr wrote:
20 gallons a minute? I don't know much water you would need for irragation, but assuming it was the Create Water casters job to well... make water, doing that for 16 hours would yield 19,200 gallons of water. That seems like a lot to me. Enough that a *single level 1 caster* could manage a small town.

It does sound like a lot, but it's not enough to irrigate crops for a town. That's the amount of water eight acres of wheat field needs per day (for half the year), and that's ignoring the problem of magic water evaporating magically. An acre of land is about enough to feed one person.


Matthew Downie wrote:
Anzyr wrote:
20 gallons a minute? I don't know much water you would need for irragation, but assuming it was the Create Water casters job to well... make water, doing that for 16 hours would yield 19,200 gallons of water. That seems like a lot to me. Enough that a *single level 1 caster* could manage a small town.
It does sound like a lot, but it's not enough to irrigate crops for a town. That's the amount of water eight acres of wheat field needs per day (for half the year), and that's ignoring the problem of magic water evaporating magically. An acre of land is about enough to feed one person.

Not disagreeing or contradicting your info on the water needed for crops, BUT:

Create water doesn't magically evaporate. The spell's duration is instantaneous (which in the case of effects like this is equivalent to permanent). Water created by create water would evaporate, but only naturally.


I would also assume you are not trying to grow wheat in a desert. So the create water spell is only being used to augment the naturally occurring precipitation or available irrigation sources.

It is not required to supply every drop of water needed. Only the much smaller gap between what is naturally available and what is desired for the community.


Special clause in Create Water, "This water disappears after 1 day if not consumed." So the question is does irrigation count as "consumed"? I would assume so, but heck if I know what it's meant to be.


How much would it cost someone to make a resetting create water trap? To save on the labor of the casters.

500 GP x caster level x .5 + Craft Wondrous items (CL 3rd) feat. It would cost between 250 to 700 gp for 20 to 60 gallons of water every minute once a town had a level 3 cleric. That's not too expensive, though it probably is a bit pricey.

Bob Bob Bob wrote:
Special clause in Create Water, "This water disappears after 1 day if not consumed." So the question is does irrigation count as "consumed"? I would assume so, but heck if I know what it's meant to be.

Thanks for the correction. I missed that.


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Bob Bob Bob wrote:
Special clause in Create Water, "This water disappears after 1 day if not consumed." So the question is does irrigation count as "consumed"?

I would interpret it that if it's absorbed by a living thing (including plants), it stays, but if it's soaked up by something non-living (sand, a towel) it disappears. Which means that if you're trying to irrigate a desert, you'd lose a significant percentage of what you created.

Magic traps, on the other hand, break all the laws of economics. Set up a single auto-resetting Heal trap, and you provide a hospital for an entire city.


Bob Bob Bob wrote:

Tippyverse is Bob Marley Magic.

And Pathfinder is at least moderately High Magic. I seem to recall that there's a 75% chance of finding every first level scroll in a town of 10 people. The price limits are fairly high on the low end and fairly low on the high end (nothing above +3 weapons without town modifiers).

That particular rule - the 75% thing - makes absolutely no sense to me. Personally I would "house rule" to eliminate it.


Ed Reppert wrote:
Bob Bob Bob wrote:

Tippyverse is Bob Marley Magic.

And Pathfinder is at least moderately High Magic. I seem to recall that there's a 75% chance of finding every first level scroll in a town of 10 people. The price limits are fairly high on the low end and fairly low on the high end (nothing above +3 weapons without town modifiers).

That particular rule - the 75% thing - makes absolutely no sense to me.

It makes sure that cheap consumables are widely available, so players are more willing to use them. The idea that a magic potion or scroll is a precious and irreplaceable commodity when it only costs 50 gp or so and you're routinely collecting hundreds or thousands of gold pieces is somewhat silly. Instead, this makes sure that low-level goods are available at a level commensurate with their prices.


Ed Reppert wrote:
Bob Bob Bob wrote:

Tippyverse is Bob Marley Magic.

And Pathfinder is at least moderately High Magic. I seem to recall that there's a 75% chance of finding every first level scroll in a town of 10 people. The price limits are fairly high on the low end and fairly low on the high end (nothing above +3 weapons without town modifiers).

That particular rule - the 75% thing - makes absolutely no sense to me. Personally I would "house rule" to eliminate it.

I think the base value for a thorp (less than 20 people) should be 10gp. That would eliminate the weirdness of this few people having 75% of all of the level 0/1 spells as scrolls hanging around in town. I just did a look and found just over 300 level 1 spells in the hardback books. That means a small thorp of <20 people has around 225 level 1 scrolls on hand at a value of 5625gp. Which I don't think is right.


I think the 75% rule has less to do with the world and more to do with permitting builds that are dependent on specific magic items.


If we're using commoners as the base, a gold piece is worth about $100.00. Also a thorp according to the rules would have 1d4 minor magical items. Minor magical items being low level scrolls or simple potions, someone seems to be confusing some rules somewhere... There are definitely more than 4 1st level spells. Of the 1d4 items, you only have about a 15% chance of each of those items being a 1st level scroll, much less the one you want or need.


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Ragnarok Aeon wrote:
If we're using commoners as the base, a gold piece is worth about $100.00. Also a thorp according to the rules would have 1d4 minor magical items. Minor magical items being low level scrolls or simple potions, someone seems to be confusing some rules somewhere... There are definitely more than 4 1st level spells. Of the 1d4 items, you only have about a 15% chance of each of those items being a 1st level scroll, much less the one you want or need.
Quote:
The number and types of magic items available in a community depend upon its size. Each community has a base value associated with it (see Table: Available Magic Items). There is a 75% chance that any item of that value or lower can be found for sale with little effort in that community. In addition, the community has a number of other items for sale. These items are randomly determined and are broken down by category (minor, medium, or major). After determining the number of items available in each category, refer to Table: Random Magic Item Generation to determine the type of each item (potion, scroll, ring, weapon, etc.) before moving on to the individual charts to determine the exact item. Reroll any items that fall below the community's base value.

There is a 75% chance of any magic item costing less than 50gp to be readily available for purchase in a thorp. There is then an additional 1d4 minor magic items randomly determined also available.

This boils down to there being almost 500 scrolls and potions being available for a small thorp of 20 people.


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Well, we're all just making up definitions... there's no bureau of magic setting definitions that I'm aware of.

I'd say that "High Magic" is a world where magic exists to such an extent that even average working joes are not surprised to see it at work.

"Low Magic" conversely, is a world where magic exists but most people don't see or interact with it in any way.

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