low magic ideas

brehobit

Explorer
Hi folks,
I'm working on a low-magic game world. What I need is some way to make low-magic/lowish fantasy PCs happen without greatly changing the game.

I'm already keeping the character levels down, which solves a lot of problems. Spells are less powerful, and fighters can't take more damage than any 5 horses could. I've used this as the "sole solution" in the past but been unhappy with it.

Before I start, I do plan on giving the spell casters additional things for taking away some of their spell casting power. Everything from more skill points (which frankly I think casters should have anyways other than balance problems) to special powers more in line with my game world. I may also make spells more likely to work (up the DCs to resist) to give magic the feel I want it to have.

World background
The world was once conquered by a magic-based empire which spanned many worlds. Some 1000ish years ago rebels managed to cut the world off from the rest of the multi-universe. Not only did this stop the empire from bringing in reenforements, it also made it so magic didn't work and many of the magical creatures who ran the occupation justed died off. The rest of the empire slowly fell. Now magic has been slowly returning (and the empire may well be following...). Old arts are being rediscovered, old items unearthed, etc. Magic is still "below normal" and many old items don't (yet?) work fully.

What I'm looking for:
I want a minor varient which reflects this limited magic. I've written a set of rules for using mana for casting spells. The net effect was that regaining all of ones spells might take a few days, and it also limited the number of spells cast per day. Sadly, I feel it is too complex for most of my likely players to deal with. It also is a bit to far from 3e to keep people happy.

Some thoughts:
#1
Memorizing spell casters must keep some spells uncast at any given time. If they break that "rule" their spells become less effective (lower DCs and caster levels) Also limit the number of spells they can rememorize per day.

Spon. casters get the same limitiations but on slots not spells memorized.

Perhaps make the limit that you can cast (caster level *2) spell levels without a problem? After that -2 to DCs and -2 to caster level (min 1). Perhaps toss in CON damage?

#2 Require all pure spell casters to have at least one non-casting class level per 2 casting class levels?

#3 I've thought about restricting casters to casting their highest level spells 1/week.

In all cases, I'm going to restrict healing a bit more than normal (maybe only heal damage less than 1 hour old and put a cap on the amount of healing done?

Other ideas? At the moment I'm leaning on getting #1 in reasonable shape. I almost have my game world "done" but I'm now going back and killing the mana rules....

Thanks,
 

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Hey Brehobit! Those are some good ideas. Have you thought of using the magic system in Grim Tales? It is a very good system & I would recommend it highly! If not you may wish to use the mechanic of spell recovery at days = spell lvl (0LvL comes back same day, LvL one in 1 day, ect.). Healing could be ala Unearthed Arcana healing spells convert damage to non lethal damage instead of healing it outright. Also healing can make the healer weaker by dropping the healers con by 1 per LvL of the spell (just temporary loss). Just some ideas! Thanks Maester Luwin
 

If my website was up and running, I'd post about my masterwork weapons and armor systems, which can replace magic weapons and armor for a low-magic game. If you're interested, let me know and I'll see what I can dig up on my harddrive for it.
 

Veritas said:
If my website was up and running, I'd post about my masterwork weapons and armor systems, which can replace magic weapons and armor for a low-magic game. If you're interested, let me know and I'll see what I can dig up on my harddrive for it.

Please. I've come up with my own, but I'm not really happy with it.
 



Veritas said:
If my website was up and running, I'd post about my masterwork weapons and armor systems, which can replace magic weapons and armor for a low-magic game. If you're interested, let me know and I'll see what I can dig up on my harddrive for it.

That'd be a me three. Love to see this as well.

Brehobbit,
Check out Sovereign Stone's magic system for a good low magic take as well.

Other than that, #2 is easiest, and the option of no more than half your total levels may be spellcasting is a common one.
 


How about not letting anybody start as a pure spell casters. They all start out as other classes and if they want to become spell casters, they must do so in game. I'd control it the most by controling training and learning new spells.

Other solutions would be easy to explain to players and not deviate from the normal rules. Perhaps sayint hat magic still doesn't work right and casting a spell drains some of the life force causing the spell level in HP damage. They could cast the spells if they needed to but it would cost them. They'd also might be needing to pick up level in other things just to cast their spells.

Or, just make up new spell casting classes with better skills, hit dice, and slower spell progression and only allow them in your campaign. That way, players wouldn't that are familiar with 3E wouldn't have trouble continuously making mental edits for your world.
 

Yeah, the easiest way to have a low magic game is to force everyone to multiclass... and your spellcasting class may never be your single highest class.
 

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