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*Pathfinder & Starfinder
Arcane spellcasters (and spell lists) for a low-magic world
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<blockquote data-quote="green slime" data-source="post: 1155153" data-attributes="member: 1325"><p>IMO, removing the evocations isn't the key.</p><p></p><p>While I may agree that <em>fireballing</em> left, right and center is not quite appropriate, the same will be said for what ever Combat spell that takes its place. </p><p></p><p>A greater emphasis on rare spell components:</p><p></p><p>Instead of <em>Material Component</em> bat guano (0 gp), </p><p>you want <em>Material Component</em> A jar of alchemist fire, baked at high noon on midsummer's day, and a lump of charcoal from the eternal burning forest on the Elemental Plane of Fire.</p><p></p><p>You might be able to purchase this stuff too at price, from certain unsavory underworld connections... But can you be sure it isn't just a lump of ordinary coal? You have to try to cast the spell to find out!</p><p></p><p>Making spell components rarer and harder for those spells you disagree with will make the players appreciate other spells more.</p><p></p><p>Ban certain schools as illegal, making the spells available but at great risk for those known to use them or just trade in them. (Necromancy is banned IMC).</p><p></p><p>Many movement (<em>fly</em>, <em>expeditious retreat</em>) and skill-replacing feats (<em>invisibility</em>) should be toned down (perhaps even raised a level or two). Even the <em>cures</em> and <em>removes</em>. Poison, Disease, Blindness, even Death, quite serious things in our world, merely require a wave of a hand in DnD. CoC has the utterly horrific <em>Dark Resurrection</em>. Believe me you won't see many PC's lining up for that one at the temple of the Black Goat.</p><p></p><p>A lot comes down to the essence of the story telling of the DM. But you have to make it clear to the players that yours is a campiagn of little magic.</p></blockquote><p></p>
[QUOTE="green slime, post: 1155153, member: 1325"] IMO, removing the evocations isn't the key. While I may agree that [i]fireballing[/i] left, right and center is not quite appropriate, the same will be said for what ever Combat spell that takes its place. A greater emphasis on rare spell components: Instead of [i]Material Component[/i] bat guano (0 gp), you want [i]Material Component[/i] A jar of alchemist fire, baked at high noon on midsummer's day, and a lump of charcoal from the eternal burning forest on the Elemental Plane of Fire. You might be able to purchase this stuff too at price, from certain unsavory underworld connections... But can you be sure it isn't just a lump of ordinary coal? You have to try to cast the spell to find out! Making spell components rarer and harder for those spells you disagree with will make the players appreciate other spells more. Ban certain schools as illegal, making the spells available but at great risk for those known to use them or just trade in them. (Necromancy is banned IMC). Many movement ([i]fly[/i], [i]expeditious retreat[/i]) and skill-replacing feats ([i]invisibility[/i]) should be toned down (perhaps even raised a level or two). Even the [i]cures[/i] and [i]removes[/i]. Poison, Disease, Blindness, even Death, quite serious things in our world, merely require a wave of a hand in DnD. CoC has the utterly horrific [i]Dark Resurrection[/i]. Believe me you won't see many PC's lining up for that one at the temple of the Black Goat. A lot comes down to the essence of the story telling of the DM. But you have to make it clear to the players that yours is a campiagn of little magic. [/QUOTE]
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