9 Questions to Answer About Magic - Creating a World
Part 2 in my world building series. Magic is the part of the world that really separates fantasy and gives it's intrigue. Today lets dive into developing a worlds magic furthering the core assumption from the DMG "The World is Magical".
The first chapter of the DMG sets out looking at big picture stuff then turns to looking at each piece a bit closer. However I think the arrangement is a bit strange. The section "Magic in your World" is slotted after Mapping, Settlements, Factions, etc. In my opinion developing how magic works in your world should take place before these, So that is exactly what we are going to do in our world creation process.
Magic! Life saving spells of restoration, destructive balls of fire! A world with magic creates a feeling of endless possibility, mysteries of the imagination left to be explored.
To guide your creative thought the DMG asks the following 9 questions some of which will help answer others. I will answer the questions along the way for the world I am creating.
1. Is some magic common? Magic will be uncommon in my world, people know of the existence but unless they know a practitioner themselves they probably have not witnessed magic.
2. Is some socially unacceptable? Being uncommon, magic holds mystery and can be truly fascinating. Transmuting one material to another, creating light from nothing. Magic can also be unbelievably terrifying. Enchantment magic stealing free will, necromantic spells bringing abominations to life.
3. Which magic is rare? High level magic is truly rare, individuals who obtain this level of mastery are sure to shape the history of this world.
4. How unusual are members of each spellcasting class? While casters are generally uncommon there are classes that may only exist in stories, of these are Artificers and Bards. Additionally druidic circles are very recluse, and those ensorcelled by patrons becoming warlocks rarely were pure of heart to begin with.
5. How common are those who can cast high level spells? Here is an example of a question which has been answered by a previous question for myself but may not be for you.
6. How rare are magic items, magical locations, and creatures that have supernatural powers? Following the theme, these things are uncommon. However the world is ancient and untamed, places of power exist. Relics of civilizations maybe golden ages of magic fallen, or unstable sources of pure evil power.
7. At what power level do these things go from everyday to exotic? Still tinkering with this but I am thinking in the range of 3rd to 5th level spells.
8. How do authorities regulate and use magic? Depends on the location typically there is no regulation, and those who use magic to harm or take advantage are brought to justice. Authorities may enlist a handful of magic users to their payroll if they can afford it and find individuals. For example a king may have a single magic user as a member of their personal protection staff.
9. How do normal folks use magic and protect themselves from it? Normal folk don't commonly use magic nor do they have means to protect themselves from it, aside from the typical guard that may protect towns within empires and kingdoms.
Additional world building questions not posed by the DMG that I have considered myself include:
Has magic always been this way? Were there times where magic was more or less common? Do you see this changing in the future? With an ancient world I plan to set up a time or times where there was a golden age of magical practice, as well as times where magic was lost to the world.
After answering these questions you may have to further consider how they impact your world as a whole, or how they may impact gameplay should you use this world for a game. This may be something easy to adjust but game mechanics will need to be carefully inspected.
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