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Wizard in a rare arcane magic setting
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3100305" data-attributes="member: 19675"><p>I'm currently designing a campaign world in which, due to global catacalysm, the ordered practice of magic (wizardry) is all but nonexistent because virtually everything written down has been destroyed- every spell they learn must be researched independently (read: spellcraft checks). PHB spells are "more common" and easier to learn- there's a reason they were discovered "first" and exist in every campaign world...the "magical building blocks" of those spells are easier to assemble properly. Stuff from other sources, like the Spell Compendium or 3rd party products are harder to learn. Players who want to design their own spells will be allowed to do so, but those will (probably) be the hardest spells of all to learn.</p><p></p><p>Sorcerers are not hindered thus, but still have to "unlock their potential" using the same mechanics. Again, the PHB spells are easier to learn.</p><p></p><p>One way you could simulate a rare-magic world is to make magic wielding PCs take Feats to gain spells.</p><p></p><p>For example, if you had to take the (just made up) Feat: Low Magic to gain access to arcane spells up to level 4, and a second Feat: High Magic, to gain arcane spells up to level 8, and a third Feat: True Magery to gain arcane spells of level 9, you'd have fewer mages and they'd be less powerful spellcasters to boot. As such, they'd need to rely on other skills...Alchemy to make grenade-like weapons, for instance.</p><p></p><p>Going "Specialist Only" for the campaign would also have an effect on the feel of magic. Wizards would lose flexibility, but would gain focus (which seems appropriate) and additional spells/level.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3100305, member: 19675"] I'm currently designing a campaign world in which, due to global catacalysm, the ordered practice of magic (wizardry) is all but nonexistent because virtually everything written down has been destroyed- every spell they learn must be researched independently (read: spellcraft checks). PHB spells are "more common" and easier to learn- there's a reason they were discovered "first" and exist in every campaign world...the "magical building blocks" of those spells are easier to assemble properly. Stuff from other sources, like the Spell Compendium or 3rd party products are harder to learn. Players who want to design their own spells will be allowed to do so, but those will (probably) be the hardest spells of all to learn. Sorcerers are not hindered thus, but still have to "unlock their potential" using the same mechanics. Again, the PHB spells are easier to learn. One way you could simulate a rare-magic world is to make magic wielding PCs take Feats to gain spells. For example, if you had to take the (just made up) Feat: Low Magic to gain access to arcane spells up to level 4, and a second Feat: High Magic, to gain arcane spells up to level 8, and a third Feat: True Magery to gain arcane spells of level 9, you'd have fewer mages and they'd be less powerful spellcasters to boot. As such, they'd need to rely on other skills...Alchemy to make grenade-like weapons, for instance. Going "Specialist Only" for the campaign would also have an effect on the feel of magic. Wizards would lose flexibility, but would gain focus (which seems appropriate) and additional spells/level. [/QUOTE]
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