themaxx
First Post
I'm going to be starting a campaign set in the American West frontier with some mysticism and occult mixed in. The PCs will be a group of travelers, exact motivation still being determined by them.
I'd like to introduce some magic into this game, but with a degree of rarity and discomfort. What I'm looking for are things that a PC might need to do to be able to learn to channel the magical forces around them and take levels/feats in spellcasting.
Funky moral quandary stuff is great.
* A character needs to replace an eye with a stone to see the magic that is to be manipulated.
* A human heart/brain/spleen must be consumed, fresh
* A potentially dangerous pathogen must be contracted to open up the mind to magic
etc.
So what have you used or brainstormed up for low-magic environments to make magic special?
I'd like to introduce some magic into this game, but with a degree of rarity and discomfort. What I'm looking for are things that a PC might need to do to be able to learn to channel the magical forces around them and take levels/feats in spellcasting.
Funky moral quandary stuff is great.
* A character needs to replace an eye with a stone to see the magic that is to be manipulated.
* A human heart/brain/spleen must be consumed, fresh
* A potentially dangerous pathogen must be contracted to open up the mind to magic
etc.
So what have you used or brainstormed up for low-magic environments to make magic special?