Sword of Spirit
Legend
I'm working on a mini-setting in a part of a more standard D&D world. In this area, a supernatural effect has reduced the level of magic and increased the efficiency of certain scientific and alchemical processes, so we have a Three Musketeers sort of setting where smokepower/gunpowder is cheap enough to outfit armies, large ships with cannons sail the sea, etc.
I'm looking for an easy mechanic or two that will satisfy the feel I'm going for with regards to magic. There will be spellcasters from the region, but I would like spellcasting to be mostly limited to spells of 2nd level or lower, and I'm inclined to require a roll to successfully cast even those spells. I would like monsters and magic items with more powerful effects to still function, though they could be reduced in effect or reliability in some way. In addition, it should be possible for people from higher magic areas who visit this area to not be totally hosed in their magic, but neither should they be unaffected by the limitations of the area.
And I want this to work with as few rules as possible. Ideally, one or two simple rules that can create what I'm looking for.
Ideas?
I'm looking for an easy mechanic or two that will satisfy the feel I'm going for with regards to magic. There will be spellcasters from the region, but I would like spellcasting to be mostly limited to spells of 2nd level or lower, and I'm inclined to require a roll to successfully cast even those spells. I would like monsters and magic items with more powerful effects to still function, though they could be reduced in effect or reliability in some way. In addition, it should be possible for people from higher magic areas who visit this area to not be totally hosed in their magic, but neither should they be unaffected by the limitations of the area.
And I want this to work with as few rules as possible. Ideally, one or two simple rules that can create what I'm looking for.
Ideas?