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Anyone used Elements of Magic in a campaign
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<blockquote data-quote="RangerWickett" data-source="post: 1310255" data-attributes="member: 63"><p>There are several ways to go about this, and we briefly touch on them in the full book.</p><p></p><p>The first option is to just limit characters to a maximum caster level. If you say that no spellcaster can go above 5th level, that cuts out most of the things that really mess with cultures, like resurrection, teleportation, and powerful scrying.</p><p></p><p>The second option is to restrict access to certain types of magic. There are 11 primary types, plus various divinations. You can either forbid types you don't want, impose an MP cap, or impose an MP barrier.</p><p></p><p>An MP cap would mean that, say, you cannot cast any spells that use more than 5 MP of Evoke spell lists, but that you can cast spells of as high level as would normally be available to you for anything else. An MP barrier would mean, for example, that to use any Heal spell list, you have to pay an extra 5 MP. One keeps spells from getting too powerful, while the other means that certain types of magic are only available at high level.</p><p></p><p>The third option is to impose cultural restrictions. A basic example of this is the D&D division of healing and attack magic; you can't do both, or at least not well. You might say that only X culture can use a certain type of spell, or maybe that they're limited to certain elements. Allow people to get around this restriction if they spend a feat or have enough ranks in Knowledge (arcana), and perhaps then you can impose an MP barrier.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1310255, member: 63"] There are several ways to go about this, and we briefly touch on them in the full book. The first option is to just limit characters to a maximum caster level. If you say that no spellcaster can go above 5th level, that cuts out most of the things that really mess with cultures, like resurrection, teleportation, and powerful scrying. The second option is to restrict access to certain types of magic. There are 11 primary types, plus various divinations. You can either forbid types you don't want, impose an MP cap, or impose an MP barrier. An MP cap would mean that, say, you cannot cast any spells that use more than 5 MP of Evoke spell lists, but that you can cast spells of as high level as would normally be available to you for anything else. An MP barrier would mean, for example, that to use any Heal spell list, you have to pay an extra 5 MP. One keeps spells from getting too powerful, while the other means that certain types of magic are only available at high level. The third option is to impose cultural restrictions. A basic example of this is the D&D division of healing and attack magic; you can't do both, or at least not well. You might say that only X culture can use a certain type of spell, or maybe that they're limited to certain elements. Allow people to get around this restriction if they spend a feat or have enough ranks in Knowledge (arcana), and perhaps then you can impose an MP barrier. [/QUOTE]
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