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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

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