Let's say you were designing a campaign with a limited-magic world. I use the descriptive "limited magic" because it is more fitting than "low magic". The world I have in mind is one of historical fantasy, or one that is more akin to Middle Earth than the typical high fantasy worlds of D&D. That is, magic in this world would be limited, and the magical, super-heroic shenanigans found in most other D&D worlds would not be as commonplace in this world.
We would start with spell casting. Now, 3.5 has already toned down many of the spells that were formerly considered to be "uber"; so, much of our work is already done for us. (Some say that 3.5 went too far in this regard, but that is a discussion for another post.) But there would still be some more work to do, in order to get spells to conform to our "limited magic" world.
Without re-writing the entire "Spells" section of the Player's Handbook, there are several relatively easy ways we could accomplish this. First, we could increase the casting time of all spells by one step, so that spells with a casting time of "1 action" would require a full round, while spells with a casting time of "1 round" would require a whole minute.
Second, we could increase the levels of certain spells, thus making them more difficult for casters to attain. But which spells should we affect this way? And by how much?
Just off the top of my head, here are the spells I would affect, and the level increases I would make, in order to make them fit into this "limited magic" world...
ARCANE SPELLS
Magic Missiles: from 1st to 2nd. This is more a balancing issue than anything else, making the other evocation spells of 1st level -- Burning Hands, Shocking Grasp, etc. -- come into more usage.
Fireball: from 3rd to 4th. Again, this is a balancing issue, making Lightning Bolt come into more usage. Furthermore, evocation spells with huge areas of effect, like Fireball, would greatly change strategies and tactics on battlefields.
Rope Trick: from 2nd to 3rd. Leomund's Tiny Hut: from 3rd to 4th. Because convenient magical shelter should not be so easily obtained in this world.
Mount: from 1st to 2nd. Just because magical means of transportation should be generally harder to come by.
Levitate: from 2nd to 3rd. Fly: from 3rd to 4th. We don't want people simply levitating or flying over castle walls. If it were that easy, mundane castles probably wouldn't be built in the first place. (Or at least they'd be far less commonplace.)
DIVINE SPELLS
Create Water: from zero to 1st. Purify Food & Drink: from zero to 1st. Create Food & Water: from 3rd to 4th. Because the easy magical creation or purifying of food and water de-values the work of farmers, gardeners, field laborers, etc.
Stone Shape: from 3rd to 4th. Because we don't want de-value the work of sculptors, stone cutters, masons, etc..
Raise Dead: from 5th to 7th. Resurrection: from 7th to 9th. Because very few people are returned from the dead, in this world.
But this is just a cursory list. What other spells should be affected this way? And why?
We would start with spell casting. Now, 3.5 has already toned down many of the spells that were formerly considered to be "uber"; so, much of our work is already done for us. (Some say that 3.5 went too far in this regard, but that is a discussion for another post.) But there would still be some more work to do, in order to get spells to conform to our "limited magic" world.
Without re-writing the entire "Spells" section of the Player's Handbook, there are several relatively easy ways we could accomplish this. First, we could increase the casting time of all spells by one step, so that spells with a casting time of "1 action" would require a full round, while spells with a casting time of "1 round" would require a whole minute.
Second, we could increase the levels of certain spells, thus making them more difficult for casters to attain. But which spells should we affect this way? And by how much?
Just off the top of my head, here are the spells I would affect, and the level increases I would make, in order to make them fit into this "limited magic" world...
ARCANE SPELLS
Magic Missiles: from 1st to 2nd. This is more a balancing issue than anything else, making the other evocation spells of 1st level -- Burning Hands, Shocking Grasp, etc. -- come into more usage.
Fireball: from 3rd to 4th. Again, this is a balancing issue, making Lightning Bolt come into more usage. Furthermore, evocation spells with huge areas of effect, like Fireball, would greatly change strategies and tactics on battlefields.
Rope Trick: from 2nd to 3rd. Leomund's Tiny Hut: from 3rd to 4th. Because convenient magical shelter should not be so easily obtained in this world.
Mount: from 1st to 2nd. Just because magical means of transportation should be generally harder to come by.
Levitate: from 2nd to 3rd. Fly: from 3rd to 4th. We don't want people simply levitating or flying over castle walls. If it were that easy, mundane castles probably wouldn't be built in the first place. (Or at least they'd be far less commonplace.)
DIVINE SPELLS
Create Water: from zero to 1st. Purify Food & Drink: from zero to 1st. Create Food & Water: from 3rd to 4th. Because the easy magical creation or purifying of food and water de-values the work of farmers, gardeners, field laborers, etc.
Stone Shape: from 3rd to 4th. Because we don't want de-value the work of sculptors, stone cutters, masons, etc..
Raise Dead: from 5th to 7th. Resurrection: from 7th to 9th. Because very few people are returned from the dead, in this world.
But this is just a cursory list. What other spells should be affected this way? And why?
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