Gothmog
First Post
Maybe I should explain what I mean by low magic. Low magic is where magic is rare, but still potent. In my homebrew campaign, there are no +1 swords, or +5 swords for that matter. All items have a history, and magical weapons and armor ALWAYS have other special properties that make them unique. For example, I have come up with almost 100 extra enhancements for weapons and armor, with adjustments from +1/4 to +5. For example, here is the cleric's longsword from my game:
+1 Noble Blessed Longsword of St. Aegidus
This weapon confers a +2 enhancement bonus on all Diplomacy and Sense Motive checks. Against enemy faiths, this sword inflicts an extra +1d6 of holy damage. Finally, once per day, the user may cast Calm Emotions at 15th level.
Total Bonus is +3.5 (+1 weapon, +1 blessed, +1/2 Noble, +1 Calm Emotion)
This is not a weak item by any means, but it has much more character than a +2 chaotic flaming burst greataxe. I do the same thing for armor, and misc items. Also, many items have quirks associated with them- not necessarily drawbacks, but that give the item more flavor. Another example:
Haakon's Mantle (+1 Leather Armor of Blending)
Worn by the notorious outlaw Haakon, this armor confers upon its wearer the ability to become virtually unnoticable in any environment as long as he moves less than 5 feet per round. For all intents, the user is invisible to anyone else around him unless they make a DC 20 Will save. Once the wearer attacks, makes an obvious action (picking up a large item, etc), or moves more than 5 feet per round, ht becomes fully visible and must remain still for 3 rounds to become unnoticable again. Additionaly, the user suffers a -2 penalty to all Cha checks and skills because of his unobtrusive nature.
Total bonus is +2 (+1 enhancement, +1 Blending)
IMC, I rarely give out magic items. The PCs are 9-10th level now, and most have 3-6 magic items, with a total value of less than 25,000 GP (generally go by 50% or less of DMG suggested wealth per level). I also tend to keep the bonus on items low (below +5 total, and on weapons and armor the enhancement bonus is only +1 or +2 with special qualities). But each item has a history and quirks that make it unique, and the players love it! When they do find a new item, their eyes light up, they get really excited and they feel a sense of awe. I have been in too many games where the attitude has been "Oh, another +3 frostbrand greatsword? Well we already have 2, so we'll sell this one when when we get back to town." (Yes, that has actually happened, and I won't even get into what is wrong with selling magic items). Its just boring at that point, and magic fails to have any impact.
I also limit the spells in my campaign. There are no resurrections, raise dead, teleport, planar travel, or rapid travel spells. Flashy kaboom spells are also rare, and have the potential to backfire. Spells that summon creatures are virtually unknown, and those that do exist require the caster to make a pact with the creature. I have added the "evil" descriptor to several spells (such as Ghoul Touch, Animate Dead, Contagion, Enervation, etc), and casting such spells carry the risk of madness and losing one's soul. Also, spells 6th level and above are ritual spells, and require longer to cast, expensive components, and often multiple casters. Many will claim I have "nerfed" casters beyond repair, but in practice, the casters are the most versatile and potent characters in my game.
I allow fighters, rogues, and barbarians as represented in the PHB. Clerics and druids are mostly the same, except that some of the high level (12+) druid powers are changed, and I reworked the cleric domain system to better fir my world and to make clerics less identical. Wizards, Sorcerers, and Bards don't exist- instead I created 9 different traditions of magic, each with its own quirks and spells lists. Rangers and Paladins are non-magical- if they want spells, they have to pick up levels of cleric or druid respectively. Finally, no monks- they just don't fit my style of play. PCs are only allowed to be humans, although there are 13 different cultures, each with their own stat bonuses and abilities (essentially separate races). Elves, dwarves, and gnomes are mythical or faerie creatures, and seldom encountered. Very rare characters can be half-fey or half-orcs, but they lead lonely, difficult lives.
Most opponents the characters encounter are humans, but when a supernatural beastie is encountered, it really is something memorable. Most opponents are humans who have conflicting motives, are mentally ill, or who are under the control of dark powers (necromancers and diabolists). The mere mention of a draining undead is enough to send the group on the defensive, and demons cause the cleric and paladin to become truly concerned.
Anyway, that is what low magic is to me. Magic is rare, potent, but sometimes unpredictable and dangerous. Most people are rightfully afraid of magic use, and will persecute those who practice it openly. In such a world, magic is much more wondrous and interesting to me, because it is novel, rare, and mysterious.
+1 Noble Blessed Longsword of St. Aegidus
This weapon confers a +2 enhancement bonus on all Diplomacy and Sense Motive checks. Against enemy faiths, this sword inflicts an extra +1d6 of holy damage. Finally, once per day, the user may cast Calm Emotions at 15th level.
Total Bonus is +3.5 (+1 weapon, +1 blessed, +1/2 Noble, +1 Calm Emotion)
This is not a weak item by any means, but it has much more character than a +2 chaotic flaming burst greataxe. I do the same thing for armor, and misc items. Also, many items have quirks associated with them- not necessarily drawbacks, but that give the item more flavor. Another example:
Haakon's Mantle (+1 Leather Armor of Blending)
Worn by the notorious outlaw Haakon, this armor confers upon its wearer the ability to become virtually unnoticable in any environment as long as he moves less than 5 feet per round. For all intents, the user is invisible to anyone else around him unless they make a DC 20 Will save. Once the wearer attacks, makes an obvious action (picking up a large item, etc), or moves more than 5 feet per round, ht becomes fully visible and must remain still for 3 rounds to become unnoticable again. Additionaly, the user suffers a -2 penalty to all Cha checks and skills because of his unobtrusive nature.
Total bonus is +2 (+1 enhancement, +1 Blending)
IMC, I rarely give out magic items. The PCs are 9-10th level now, and most have 3-6 magic items, with a total value of less than 25,000 GP (generally go by 50% or less of DMG suggested wealth per level). I also tend to keep the bonus on items low (below +5 total, and on weapons and armor the enhancement bonus is only +1 or +2 with special qualities). But each item has a history and quirks that make it unique, and the players love it! When they do find a new item, their eyes light up, they get really excited and they feel a sense of awe. I have been in too many games where the attitude has been "Oh, another +3 frostbrand greatsword? Well we already have 2, so we'll sell this one when when we get back to town." (Yes, that has actually happened, and I won't even get into what is wrong with selling magic items). Its just boring at that point, and magic fails to have any impact.
I also limit the spells in my campaign. There are no resurrections, raise dead, teleport, planar travel, or rapid travel spells. Flashy kaboom spells are also rare, and have the potential to backfire. Spells that summon creatures are virtually unknown, and those that do exist require the caster to make a pact with the creature. I have added the "evil" descriptor to several spells (such as Ghoul Touch, Animate Dead, Contagion, Enervation, etc), and casting such spells carry the risk of madness and losing one's soul. Also, spells 6th level and above are ritual spells, and require longer to cast, expensive components, and often multiple casters. Many will claim I have "nerfed" casters beyond repair, but in practice, the casters are the most versatile and potent characters in my game.
I allow fighters, rogues, and barbarians as represented in the PHB. Clerics and druids are mostly the same, except that some of the high level (12+) druid powers are changed, and I reworked the cleric domain system to better fir my world and to make clerics less identical. Wizards, Sorcerers, and Bards don't exist- instead I created 9 different traditions of magic, each with its own quirks and spells lists. Rangers and Paladins are non-magical- if they want spells, they have to pick up levels of cleric or druid respectively. Finally, no monks- they just don't fit my style of play. PCs are only allowed to be humans, although there are 13 different cultures, each with their own stat bonuses and abilities (essentially separate races). Elves, dwarves, and gnomes are mythical or faerie creatures, and seldom encountered. Very rare characters can be half-fey or half-orcs, but they lead lonely, difficult lives.
Most opponents the characters encounter are humans, but when a supernatural beastie is encountered, it really is something memorable. Most opponents are humans who have conflicting motives, are mentally ill, or who are under the control of dark powers (necromancers and diabolists). The mere mention of a draining undead is enough to send the group on the defensive, and demons cause the cleric and paladin to become truly concerned.
Anyway, that is what low magic is to me. Magic is rare, potent, but sometimes unpredictable and dangerous. Most people are rightfully afraid of magic use, and will persecute those who practice it openly. In such a world, magic is much more wondrous and interesting to me, because it is novel, rare, and mysterious.
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