Magic in the Campaign World

Whether designing a campaign or establishing the parameters of a single adventure, the DM will find it helpful to understand the prevalence of magic in his world. Is magic relatively common-- are wizards encountered as frequently as any other character type-- or is magic extremely rare, with practitioners relegated to rumors and legend? Deciding how much magic exists involves not just the number of wizards and magical items, but also the prevalence of spells, magical monsters, and magical effects in general.

Here are a few of the questions the DM should consider when deciding how magic fits into his world:

How common are wizards? The frequency with which wizards are encountered gives a good indication of how often a party is likely to encounter magical items and spell books. Obviously, if magic is uncommon, magical items are especially valuable.

How available are academies and mentors? A world with little magic provides would-be wizards with few opportunities to learn their crafts. Advancement through the various levels of skill is likely to be slow. Certain specialties may not be available at all. Conversely, a world where magic is relatively common should have a variety of specialists of all levels among its population.

How are wizards accepted among the general population? Are wizards feared or respected? Revered or despised? A predominance of magic does not guarantee that the general population feels comfortable with wizards; though familiarity can foster acceptance, it can also breed prejudice and resentment.

Is there a relationship between magic and political power? Wizards usually wield more power than any other group in a society. Have the wizards used their power for political gain? Are they commonly found as rulers and administrators? Does the general population reject the idea of wizard rulers (wizards are too strange or too frightening) or do they embrace it (wizards are smart and deserve to run the government)?

How integrated are wizards in the rest of society? Do wizards live openly, or must they keep their abilities secret? Are wizards able to walk down the street unmolested, or do they invariably draw a crowd of curious on-lookers or hostile townsmen who regard them as a threat? Do they live in a special area of town, or can they make their homes anywhere they wish? Do they associate only with other wizards, do they mingle freely with people from all walks of life, or do they prefer a solitary existence?

There are no fixed rules for the amount of magic available in a campaign world, as long as the DM strives for consistency and balance. Following are some general guidelines for several different types of campaigns.

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