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A leveling way to limit access to magic?
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<blockquote data-quote="jmucchiello" data-source="post: 3130558" data-attributes="member: 813"><p>I hate low magic stuff generally. (In fact I want to run a game where all characters are basically sorcerer-X gestalts but that's off topic.) If I were to run a game with limits on magic, I would put the onus for limiting magic entirely in the players' hands.</p><p></p><p>- Spellcasting comes at a cost: 1 hp/spell level + 1 hp/1 minute duration of spell.</p><p>- Spending more than half your normal hit point total within a 24 hour period (regardless of intervening healing effects) causes you to become fatigued until you regain those hit points. (Spending those hit points again while fatigued moves you to exhausted as usual.)</p><p>- Some spells might have higher or lower hp costs, depending on campaign flavor.</p><p>- No permanent magic items, but allow hypermasterwork items to exist. (A doubly masterwork sword grants a +2 enhancement bonus to your attack roll. Not sure of the cost structure. Masterwork can also provide non-so-magical abilities to a weapon: keen, speed, etc are good, holy, flaming, etc are bad.)</p><p>- Any spell can be placed into a potion or scroll (as appropriate), they cost no hp to use.</p><p>- Healing spells. (Haven't decided.) Probably only available in potion and alchemical form.</p><p></p><p>Let the sorcerer throw a bunch of fireballs around. He doesn't have a good CON (nor an amulet of health) so he eventually has access to more spells than he has hit points with which to cast them.</p><p></p><p>The lack of permanent magic obviously means being careful with high magic monsters. The masterwork system would make up for that as long as high masterwork items counted as magical for DR purposes. Also, divine channeling could make up for the lack of holy, flaming, and similar properties on weapons.</p><p></p><p>I still want to see disintegrates and meteor swarms. Granted there won't be many of them. But when they occur, they will be memorable.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 3130558, member: 813"] I hate low magic stuff generally. (In fact I want to run a game where all characters are basically sorcerer-X gestalts but that's off topic.) If I were to run a game with limits on magic, I would put the onus for limiting magic entirely in the players' hands. - Spellcasting comes at a cost: 1 hp/spell level + 1 hp/1 minute duration of spell. - Spending more than half your normal hit point total within a 24 hour period (regardless of intervening healing effects) causes you to become fatigued until you regain those hit points. (Spending those hit points again while fatigued moves you to exhausted as usual.) - Some spells might have higher or lower hp costs, depending on campaign flavor. - No permanent magic items, but allow hypermasterwork items to exist. (A doubly masterwork sword grants a +2 enhancement bonus to your attack roll. Not sure of the cost structure. Masterwork can also provide non-so-magical abilities to a weapon: keen, speed, etc are good, holy, flaming, etc are bad.) - Any spell can be placed into a potion or scroll (as appropriate), they cost no hp to use. - Healing spells. (Haven't decided.) Probably only available in potion and alchemical form. Let the sorcerer throw a bunch of fireballs around. He doesn't have a good CON (nor an amulet of health) so he eventually has access to more spells than he has hit points with which to cast them. The lack of permanent magic obviously means being careful with high magic monsters. The masterwork system would make up for that as long as high masterwork items counted as magical for DR purposes. Also, divine channeling could make up for the lack of holy, flaming, and similar properties on weapons. I still want to see disintegrates and meteor swarms. Granted there won't be many of them. But when they occur, they will be memorable. [/QUOTE]
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