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General Tabletop Discussion
*Pathfinder & Starfinder
Magic Variants, does this exist already?
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<blockquote data-quote="Red Spire Press" data-source="post: 1690701" data-attributes="member: 7373"><p>The Dark Legacies Player's Guide, due out later this month, may help you out. It is a low-magic ruleset and campaign setting intro that handles every aspect of what low-magic is really about. The mortal practice of magic has only recently come to humanity, born on the backs of other races destroyed by it. Entrenched institutionalized religions fear the encroachment of this personal power on their territory, waging war against it in the name of everything holy. And the actual practicioners of magic, succeptible to its Abyssal origins, walk a fine line between corruption and enlightenment. </p><p></p><p>There are no schools of magic in Dark Legacies. All magic is effectively demonic, sourced from the Abyss. A new spellcasting system introduces difficulty in the form of spellcasting rolls, spellcasting strain, difficulty sourcing components, and lots of consequences including spell failure and corrupting taint, while maintaining compatability with third party spells. It is a low-magic setting in every sense of the word: magic is new, magic is feared, magic is rare, magic is hard to master, and most importantly (and often ignored) most people wouldn't want to use magic even if they could.</p><p></p><p>In addition to the purely magical changes to the rules/setting, there is a wealth of supporting rules and intricately detailed "reasons why". There are conventional equipment upgrades and feats that are a happy substitute for excessive magic items; low-magic gaming guidelines and new skill uses; a brand new system for priests to combat and control the chaotic forces of the Abyss, of magic, and also their own people; and there are new races and classes, all of which contribute to an intense and exciting gaming experience where the wave of a magic wand is not desired as Preferred Solution #1(tm) to all woes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Whew. Went on a bit too long there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Cheers.</p></blockquote><p></p>
[QUOTE="Red Spire Press, post: 1690701, member: 7373"] The Dark Legacies Player's Guide, due out later this month, may help you out. It is a low-magic ruleset and campaign setting intro that handles every aspect of what low-magic is really about. The mortal practice of magic has only recently come to humanity, born on the backs of other races destroyed by it. Entrenched institutionalized religions fear the encroachment of this personal power on their territory, waging war against it in the name of everything holy. And the actual practicioners of magic, succeptible to its Abyssal origins, walk a fine line between corruption and enlightenment. There are no schools of magic in Dark Legacies. All magic is effectively demonic, sourced from the Abyss. A new spellcasting system introduces difficulty in the form of spellcasting rolls, spellcasting strain, difficulty sourcing components, and lots of consequences including spell failure and corrupting taint, while maintaining compatability with third party spells. It is a low-magic setting in every sense of the word: magic is new, magic is feared, magic is rare, magic is hard to master, and most importantly (and often ignored) most people wouldn't want to use magic even if they could. In addition to the purely magical changes to the rules/setting, there is a wealth of supporting rules and intricately detailed "reasons why". There are conventional equipment upgrades and feats that are a happy substitute for excessive magic items; low-magic gaming guidelines and new skill uses; a brand new system for priests to combat and control the chaotic forces of the Abyss, of magic, and also their own people; and there are new races and classes, all of which contribute to an intense and exciting gaming experience where the wave of a magic wand is not desired as Preferred Solution #1(tm) to all woes. :) Whew. Went on a bit too long there. ;) Cheers. [/QUOTE]
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Magic Variants, does this exist already?
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