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Alternate Magic Rules

MaxKaladin said:
I'm looking for alternate magic rules for an upcoming campaign. I'd like to set up a setting where magic simply isn't as strong as normal. The problem is that most of the alternate systems I've seen, such as those in Unearthed Arcana, seem to boost the power of casters rather than reducing it.

One caveat is that I want to keep the rules such that magic using characters can still function using the standard rules if necessary. The reason for this is that the campaign area will be under the effect of an artifact that impedes magic. It will be possible for casters from outside of this area to come into it and for casters from inside of this area to leave it. In either case, I need the rules to allow seamlessly transitioning between the standard rules of magic and the new rules I use for this region. I say the standard rules because in a previous campaign, the rest of the world has been established to be operating under the standard D&D rules.

I've thought of eliminating certain spells like teleport and then increasing all casting times within the effect by one "unit" such that a one action spell takes a full round, a quickened spell takes one action, a one full round spell takes a minute and so on up the line. That would certainly help out with combat, but not so much outside of combat.

Any suggestions?

BTW, I've been using 3.0, not 3.5.

Thanks!
Max, I think what you're looking for is the Second World Sourcebook by Steve Palmer Peterson. It has rules for exactly the kind of situation you're describing, where characters can come and go between different worlds that have different rules for magic. The default campaign setting is one where people can travel from the "real world," which is very restrictive on magic, to a similar fantasy world. The thing you'll find useful is that it talks in detail about making changes to the rules to tweak the different worlds to get the exact effects you're looking for.

There are a number of reviews for it on ENWorld (including one by Psion), so take a look.
 

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Hey, I think the Second World sourcebook does have a good section on magic conversion, but that's definitely not the focus of the book.
Another flavor possibility is to edit the spell lists yourself...such that fireball and other blatant magic simply doesn't exist (or, a la White Wolf's Mage, causes severe repercussions for the caster). If you're using druids I think the idea of ley lines is a critical concept to incorporate into your magic system.
 

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