Dungeon Master's Guide
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anyone who can afford them. People purchase tickets to<br />
ride airships and trains propelled by elemental magic.<br />
Consider these questions -when fitting magic into<br />
your world:<br />
Is some magic common? Is some socially<br />
unacceptable? Which magic is rare?<br />
How unusual are members of each spellcasting<br />
class? How common are those who can cast highlevel<br />
spells?<br />
How rare are magic items, magical locations,<br />
and creatures that have supernatural powers? At<br />
what power level do these things go from everyday<br />
to exotic?<br />
How do authorities regulate and use magic? How<br />
do normal folks use magic and protect themselves<br />
from it?<br />
The answers to some questions suggest the answers<br />
to others. For example, if spell casters of low-level<br />
spells are common, as in Eberron, then authorities and<br />
common folk are more likely to have access to and use<br />
the results of such spells. Buying commonplace magic<br />
isn't only possible, but also less expensive. People are<br />
more likely to keep well-known magic in mind, and to<br />
protect against it, especially in risky situations.<br />
RESTRICTIONS ON MAGIC<br />
Some civilized areas might restrict or prohibit the use<br />
of magic. Spellcasting might be forbidden without a<br />
license or official permission. In such a place, magic<br />
items and continual magical effects are rare, with<br />
protections against magic being the exception.<br />
Some localities might prohibit specific spells. It could<br />
be a crime to cast any spells used to steal or swindle,<br />
such as those that bestow invisibility or produce<br />
illusions. Enchantments that charm or dominate others<br />
are readily outlawed, since they rob their subjects of<br />
free will. Destructive spells are likewise prohibited, for<br />
obvious reasons. A local ruler could have a phobia about<br />
a specific effect or spell (such as shapeshifting effects if<br />
he or she were afraid of being impersonated) and enact<br />
a law restricting that type of magic.<br />
SCHOOLS OF MAGIC<br />
The rules of the game refer to the schools of magic<br />
(abjuration, illusion, necromancy, and so on), but it's<br />
up to you to determine what those schools signify in<br />
your world. Similarly, a few class options suggest the<br />
existence of magic-using organizations in the worldbardic<br />
colleges and druid circles- which are up to you to<br />
flesh out. ·<br />
You could decide that no formal structures like these<br />
exist in your world. Wizards (and bards and druids)<br />
might be so rare that a player character learns from a<br />
single mentor and never meets another character of the<br />
same class, in which case wizards would learn their<br />
school specialization without any formal training.<br />
However, if magic is more common, academies can<br />
be the embodiments of the schools of magic. These<br />
institutions have their own hierarchies, traditions,<br />
regulations, and procedures. For example, Materros<br />
the necromancer could be a brother of the necromantic<br />
Cabal of Thar-Zad. As a sign of his high standing within<br />
its hierarchy, he is allowed to wear the red and green<br />
robes of a master. Of course, when he wears these<br />
robes, his occupation is easily identified by those who<br />
know of the cabal. This recognition could be a boon or<br />
a nuisance, since the Cabal of Thar-Zad has a fearsome<br />
reputation.<br />
If you go this route, you can treat schools of magic,<br />
bardic colleges, and druid circles as organizations,<br />
using the guidelines for organizations presented earlier<br />
in this chapter. A player character necromancer might<br />
cultivate renown within the Cabal of Thar-Zad, while<br />
a bard seeks increasing renown within the College of<br />
Mac-Fuirmidh.<br />
TELEPORTATION CIRCLES<br />
The presence of permanent teleportation circles in<br />
major cities helps cement their important place in the<br />
economy of a fantasy world. Spells such as plane shift,<br />
teleport, and teleportation circle connect with these<br />
circles, which are found in temples, academies, the<br />
headquarters of arcane organizations, and prominent<br />
civic locations. However, since every teleportation circle<br />
is a possible means of entry into a city, they're guarded<br />
by military and magical protection.<br />
As you design a fantasy city, think about the<br />
teleportation circles it might contain and which ones<br />
adventurers are likely to know about. If the adventurers<br />
commonly return to their home base by means of<br />
a teleportation circle, use that circle as a hook for<br />
plot developments in your campaign. What do the<br />
adventurers do if they arrive in a teleportation circle and<br />
find all the familiar wards disabled and guards lying<br />
in pools of blood? What if their arrival interrupts an<br />
.argument between two feuding priests at the temple?<br />
Adventure ensues!<br />
BRINGING BACK THE DEAD<br />
When a creature dies, its soul departs its body, leaves<br />
the Material Plane, travels through the Astral Plane,<br />
and goes to abide on the plane where the creature's<br />
deity resides. If the creature didn't worship a deity, its<br />
soul departs to the plane corresponding to its alignment.<br />
Bringing someone back from the dead means retrieving<br />
the soul from that plane and returning it to its body.<br />
Enemies can take steps to make it more difficult for<br />
a character to be returned from the dead. Keeping<br />
the body prevents others from using raise dead or<br />
resurrection to restore the slain character to life.<br />
A soul can't be returned to life if it doesn't wish to<br />
be. A soul knows the name, alignment, and patron<br />
deity (if any) of the character attempting to revive it and<br />
might refuse to return on that basis. For example, if<br />
the honorable knight Sturm Brightblade is slain and a<br />
high priestess of Takhisis (god of evil dragons) grabs<br />
his body, Sturm might not wish to be raised from the<br />
dead by her. Any attempts she makes to revive him<br />
automatically fail. If the evil cleric wants to revive Sturm<br />
to interrogate him, she needs to find some way to trick<br />
his soul, such as duping a good cleric into raising him<br />
and then capturing him once he is alive again.<br />
CHAPTER 1 I A WORLD OF YOUR OWN