The Influence of Magic in your Campaign Setting

 In any fantasy setting, magic and its place in society is one of the most defining attributes of the world. We often take for granted that magic is just there when setting up our D&D worlds, but a lot of people forget to ask themselves – what does magic really mean here?

In a world where magic is commonplace and everyone knows a cantrip or two, magic would be inextricably intertwined with all aspects of society, from politics, economics, folk traditions, art. The ruler of the kingdom may just be the most powerful caster in the land. The tavern keeper may be using 'create bonfire' to light their stove for your evening meal. A beggar on the street may even cast 'friends' on those passing by in hopes of boosting their generosity. These things would be as natural as breathing in a world dominated by high magic.

On the other hand, in a world where magic is scarce, many people may go their whole lives without seeing a single spell being cast. Magic could be more of a legend or a campfire story – something that not everyone believes in or have even really heard of. This would create a very different experience for your party if suddenly their magic is met with suspicion or even fear.

Here I'm going to compare a high magic and a low magic setting, to point out a few factors you may want to consider when preparing your adventure. As always, your world is your own and you can make it any way you wish, but it's good to mindful of how the following aspects of your world would come together in a place where magic is possible.



High Magic:

In this sort of world, magic would serve the same sort of purpose as technology does in ours. It's not something that everyone has to understand (I may use a computer, but it doesn't mean I know how to build one), but it is something everyone would use to some extent, be it a common spell or cantrip, or mass produced magical items. What kinds of things would we expect from a world like this?

Nobility:

In a world where magic is as natural as breathing, it would seep into all aspects of society, including class structures. Powerful magical families would likely have dynasties that extend back generations, with a heavy emphasis on magical bloodlines and education for all noble children. 'Magocracy' would be amongst the most common forms of government, as the most powerful magic practitioners could use their skills to obtain positions of influence and privilege.

It may be that you don't want all of your rulers to be arch-mages, but even those who are not would likely keep many magical advisors close by or even a council to help advise on magical matters in court. If your party encounters nobility, they may be able to arrange an audience through displays of magical proficiency or by carrying an interesting magical relic.

Common folk:

In this sort of world, even commoners would have the chance to pick up some low level spells or cantrips for daily life. Spells like mending, mage hand, prestidigitation, would all have practical every day applications. Common magic items such as cleansing stones or thermal cubes would be common household appliances, widely available to most.

If you really want to display a high magic world, small details such as shopkeepers using mage hand to move stock, or innkeepers cleaning tablecloths with prestidigitation will show just how deeply engrained magic is to every day life.

Law:

When magic is widely used by the majority of the population, laws would be created around certain types of casting. Of course necromancy is always the easy school to go after when it comes to forbidden magic, but think about how regulated enchantment magic would have to be in a world where most people would have access to 'friends' or 'charm person'.

Guards would be incredibly familiar with different casting gestures and verbal components, and would probably not take too kindly to anyone playing with people's minds. In one campaign I have been a part of, all guards were equipped with amulets protecting against this kind of magical influence for this exact reason. If everyone knows that someone can charm their way out of trouble, they would want their law enforcement to be protected against this.

Economics:

In a world where 'Create food and water' or 'Fabricate' exists, this would have a profound effect on economics. Why bother tilling the fields all day when our temples can create enough to feed the city? Why mine for precious metals when our artisans can change lead into gold? In some places, this may even lead to a post-scarcity economy, where no one has to go hungry and luxury goods are available to all. Remember though that just because people can create food, it doesn't mean that some rulers won't withhold this for more control.

If magic items are also more common, their price would likely be lower than you would see in a typical campaign. A bag of holding could be commonplace for anyone around the middle class, and fashions could emerge around magical item usage and design. A designer bag of holding could be a status symbol in the same way a Gucci purse would be in our world. A hat of disguise or certain glamours could lead to some outlandish appearances among those well off enough to afford one. In a world where the limits of the possible are wider, keeping a regular appearance may be looked down upon as a sign of lower class or social standing.

As you can see, this example does take some things to the extreme, but it's a good way to really look at how magic can affect a world when it's widely available and known.

Now we'll look at the opposite – a world where magic is rumoured but not widely known. People may have heard whispers of a witch in the forest or a mysterious cult who dabble in the dark arts, but likely have no first hand experience of such things. What kind of a world would players encounter here?


Low Magic:

In a world where magic is rare, most people will go their whole lives without seeing even the simplest of spells. Magical items would be incredibly rare to come by, and even what most parties would consider the simplest of enchantments, may be an ancient and highly prized relic here. Think about how incredible it would be to find a bag of holding in our mundane world. This would be a major life changing find, but most players take this for granted. In this world, one of the most legendary artefacts on the planet could be nothing more than a Flame Tongue dagger. So what kind of world would this be, where magic exists but only on the outskirts of society?

Nobility:

While the most powerful families may have some access to magic, it would likely be kept a closely guarded secret so as to not draw unwanted attention from their rivals. While their knowledge of the arcane may be better than most due to their position and resources, it is likely their knowledge is still quite limited on these matters. They may have a strange artefact passed down through generations, such as a ring of protection, that is their only connection to magic but has given them an upper hand throughout the years.

Most houses would not have a magical advisor, but some may employ the services of a local soothsayer or diviner. It's entirely possible that these hired practitioners and in fact charlatans, but in a world where people know little of magic, it may be easy for them to pass.

If a noble discovers a member of the party is a magic user, they are likely to see them as an incredibly powerful tool to be used. Some may try to recruit or even kidnap a magic practitioner to use for their own ambitions. In these cases, it may be best for any casters to be very cautious who they cast in front of.

Common folk:

Magic would exist through stories, just as it does in our world, but this doesn't mean anyone would actually believe it. To the common folk, their idea of magic may be more superstitious and misconceptions would be commonplace. Magic practitioners would likely be feared from this lack of understanding, and people would tell stories to their children to steer clear of 'the witches in the woods'.

This could however go the other way. A low level caster could exert massive influence over a small village with very minor casting, passing these off as miracles. Imagine a woman comes into town and with a word manages to heal their sick and dying. Mechanically she is simply using 'healing word', but to a people who have never seen magic, she may as well be a goddess. She could be revered, worshipped, all with a level one spell and some showmanship.

Law:

While there would be no specific laws against any kind of magic use, there may be small groups that strive to fight against evil magic users. Those that know the secrets of certain covens or cults could regard all their magic as heretical, evil, and vow to wipe them out. These hunters could be regarded as crazy by mainstream society, and would likely form small orders around this common purpose, much like witch hunters.

This does also mean that unlike our high magic world, guards and law enforcement would likely have no knowledge of enchantment magic, meaning it may be easier to exert control to avoid trouble in the right circumstance. Just be careful those in the know don't find out.

Magic users:

Known magic users would likely keep a veil of secrecy in this world to avoid persecution or capture. They may also form small covens to offer protection to each other and to share secrets that are hard to find elsewhere. Magical knowledge, due to its scarcity, would be highly prized and what may seem a common spell or magic item in some campaigns, may seem wondrous in this world.

If a player seeks out magical knowledge, these groups and covens would likely be the best place to find them. Or they may set out to find an old practitioner rumoured to live high in the mountains for access to his spells. In either case, wizards in particular will need to put in a lot of work to find new spells and components, and they will need to know the right people to find them.


Each of these settings has its advantages and disadvantages. These can range from full escapist worlds of wonder, to gritty realism. The key is to weave the characters into the world prior to the adventure, to make sure they fully understand the setting. You don't want your party wizard casting illusions every where they go and end up getting burned at the stake. Similarly, you may not want a party of fighters with no magical understanding in a world where even a commoner knows a cantrip (although this could make for an interesting conflict).

It's best to tailor the influence of magic to your party, and let them feel a part of the world they inhabit, but make sure you know the effect your magic level has on the world around them.

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