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A leveling way to limit access to magic?
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<blockquote data-quote="Remathilis" data-source="post: 3130319" data-attributes="member: 7635"><p>Here's my suggestion.</p><p></p><p>Use the Generic Classes from Unearthed Arcana. (Even the spellcaster as is).</p><p></p><p>Then, cut through the PHB and eliminate any spell that doesn't work for your game. </p><p></p><p>Problem Solved.</p><p></p><p>Ok... longer version.</p><p></p><p>Say you want magic that is practical, natural, and has a kinda craft/witch/druidic flavor, but no real flashy spells or powerful game-breakers. Now, go through the PHB. Decide what kinda spells you want and don't want. For example:</p><p></p><p>Divinations: Most of these are ok spells that add flavor but don't break things terrible. Remove the most potent/abusive (detect evil, commune) and you're good.</p><p></p><p>Healing: Keep as many as you like; use the conversion method if you want to be slower.</p><p></p><p>Teleport/Extra-dimensional: Nope. Movement Magic is rare.</p><p></p><p>Protection/Abjuration: Most of these will be fine, such as protection from evil or dispel magic.</p><p></p><p>Attack/Evocations: Remove the potent/staple ones; no fireball, etc. You can keep some attack magic, but make them weaker for there level (produce flame, not burning hands; call lightning not lightning bolt)</p><p></p><p>Ressurection: Either none or perhaps just keep Ressurection and remove Raise Dead and True Ress.</p><p></p><p>Summons: Planar summons are too much, but nature's allies seem fine</p><p></p><p>Enchantments: Keep them simple. Charm is ok, domination is not. Spells like hold become potent with spells like magic missile gone. </p><p></p><p>Animal Magic: Keep em.</p><p></p><p>Necromancy: Either it doesn't work, or add an element of corruption to it (like Taint or Sanity)</p><p></p><p>Illusions: If you keep to the images; you'll be fine. Avoid the deadly illusions and shadow magic.</p><p></p><p>Buffs/Transmutation: This could require finesse. Spells like Bull's Str and nice, but higher ones (like Divine Power) are too good. </p><p></p><p>So what does our spellcaster list look like? Its full of pratical spells (light), healing, natural magic, enchantments, a few divinations and illusions, and some buff magic. However, he lacks the stronger illusions, dominations, powerful evocations and powerful summons. He's a much more defensive caster, and might do well (in the generic system) to multi-class a bit. Hence, the warriors and experts shine, and the spellcasters don't get watered down, but are kept in check and have a flavorful list of spells.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3130319, member: 7635"] Here's my suggestion. Use the Generic Classes from Unearthed Arcana. (Even the spellcaster as is). Then, cut through the PHB and eliminate any spell that doesn't work for your game. Problem Solved. Ok... longer version. Say you want magic that is practical, natural, and has a kinda craft/witch/druidic flavor, but no real flashy spells or powerful game-breakers. Now, go through the PHB. Decide what kinda spells you want and don't want. For example: Divinations: Most of these are ok spells that add flavor but don't break things terrible. Remove the most potent/abusive (detect evil, commune) and you're good. Healing: Keep as many as you like; use the conversion method if you want to be slower. Teleport/Extra-dimensional: Nope. Movement Magic is rare. Protection/Abjuration: Most of these will be fine, such as protection from evil or dispel magic. Attack/Evocations: Remove the potent/staple ones; no fireball, etc. You can keep some attack magic, but make them weaker for there level (produce flame, not burning hands; call lightning not lightning bolt) Ressurection: Either none or perhaps just keep Ressurection and remove Raise Dead and True Ress. Summons: Planar summons are too much, but nature's allies seem fine Enchantments: Keep them simple. Charm is ok, domination is not. Spells like hold become potent with spells like magic missile gone. Animal Magic: Keep em. Necromancy: Either it doesn't work, or add an element of corruption to it (like Taint or Sanity) Illusions: If you keep to the images; you'll be fine. Avoid the deadly illusions and shadow magic. Buffs/Transmutation: This could require finesse. Spells like Bull's Str and nice, but higher ones (like Divine Power) are too good. So what does our spellcaster list look like? Its full of pratical spells (light), healing, natural magic, enchantments, a few divinations and illusions, and some buff magic. However, he lacks the stronger illusions, dominations, powerful evocations and powerful summons. He's a much more defensive caster, and might do well (in the generic system) to multi-class a bit. Hence, the warriors and experts shine, and the spellcasters don't get watered down, but are kept in check and have a flavorful list of spells. [/QUOTE]
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