03-24-2024, 02:52 AM | #1 |
Join Date: Feb 2007
|
What spells does a TL3 government want as widely-known as possible?
What spells does a TL3 government want as widely-known as possible?
Spells from the Healing college look likely. What else?
__________________
GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
03-24-2024, 04:06 AM | #2 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: What spells does a TL3 government want as widely-known as possible?
Spells that increase agricultural output, or prevent diseases and droughts from cutting it down. Famines are one of the great recurrent troubles of pre-industrial economies.
__________________
Bill Stoddard I don't think we're in Oz any more. |
03-24-2024, 04:32 AM | #3 |
Join Date: Dec 2012
|
Re: What spells does a TL3 government want as widely-known as possible?
Assuming we're using the list from GURPS Magic: Some spells from the Making and Breaking college would probably be on the list (e.g. Find Weakness is really very useful, and doesn't have the high prerequisite cost or Magery requirement of Repair), but they'd be a lower priority than absolutely vital ones like Cure Disease or Remove Contagion. Some Earth or Plant spells might be on the list, and Test Food & Purify Food certainly should be.
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
03-24-2024, 05:15 AM | #4 |
Join Date: Jul 2007
Location: West Virginia
|
Re: What spells does a TL3 government want as widely-known as possible?
Shape Earth and Shape Stone would massively aide road building and canal building. These earth shaping spells would also aide agriculture. Whswhs is right about any spell increasing agricultural output. Any Food College spells that prevent food decay and spoilage would be important too.
Any spell that aided quick communication would be prized. Knowing what is happening in the kingdom is central to ruling it.
__________________
Per Ardua Per Astra! Ancora Imparo |
03-24-2024, 05:21 AM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: What spells does a TL3 government want as widely-known as possible?
Quote:
A spell that will make a huge difference, but that many kings won't be subtle enough to think of, is Continual Light. If you can ensure that the main streets in every town are well lit all night long, it will add significantly to public safety.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
03-24-2024, 05:36 AM | #6 |
Join Date: Jun 2006
Location: On the road again...
|
Re: What spells does a TL3 government want as widely-known as possible?
My vote would be plant and healing spells, for the reasons described above.
I'd expect communications and earth-shaping spells could be restricted to the court magician; you don't want to give potentially disloyal peasants the ability to plot against you or have them give enemies an uncharted back door to the castle, after all.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
03-24-2024, 05:46 AM | #7 |
Join Date: Jul 2007
Location: West Virginia
|
Re: What spells does a TL3 government want as widely-known as possible?
Given that most Medieval monarchs had laws to protect their forests so they could hunt them and get timber from them, spells controlling fire would be encouraged. Both for putting fires out quickly to preserve the kings property and more efficient heating and other uses to reduce the temptation for common folk to poach Royal property would be encouraged.
__________________
Per Ardua Per Astra! Ancora Imparo |
03-24-2024, 06:47 AM | #8 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: What spells does a TL3 government want as widely-known as possible?
I think I have the prerequisites right ...
Fire: Ignite Fire, Create Fire, Extinguish Fire, Fireproof. Food: Test Food, Decay, Purify Food, Cook. Healing: in general, but Final Rest is likely to be policy. Knowledge: Measurement (to greatly reduce short weight and other fraud), Test Load. Light & Darkness: Light, Continual Light. Plant: Seek Plant, Identify Plant, Heal Plant, Bless Plants. Protection & Warning: Detect Poison. Water: Seek Water, Purify Water.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
03-24-2024, 08:48 AM | #9 | |
Join Date: Jul 2007
Location: West Virginia
|
Re: What spells does a TL3 government want as widely-known as possible?
Quote:
__________________
Per Ardua Per Astra! Ancora Imparo |
|
03-24-2024, 08:51 AM | #10 | |
Join Date: Jun 2006
Location: On the road again...
|
Re: What spells does a TL3 government want as widely-known as possible?
Quote:
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
|
|
|