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<blockquote data-quote="MaxKaladin" data-source="post: 1613668" data-attributes="member: 1196"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Any suggestions?</p><p></p><p>BTW, I've been using 3.0, not 3.5.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 1613668, member: 1196"] 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! [/QUOTE]
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