WayneLigon
Adventurer
GURPS Technomancer deals with this issue in detail, with many interesting ideas. There, magic is a recent phenomenon; the first atomic bomb blast, combined with Oppenhiemer's phrase 'I am become death, the destroyer of worlds' ripped a huge hole in the fabric of the universe and magic poured back in.
Some of the ideas are quite workable and transportable.
1. Not all the spells in the PH are known! Some have not been discovered yet, and in general it takes years and years to really nail down a new and difficult spell like Cure Disease.
2. It takes years to train a mage. Learning magic is like going to college; you come out of your first four years, do a practicum, and boom, you're a First Level Wizard. Sorcerers on the other hand... they are more prevalant, simply because all you need are the right parents.
3. The military will have mages as well. There are classified spells. In D&D, those might be Detect Evil, Haste, Invisibility, Improved Invisibility, Animate Dead, any of the Evil spells, etc. They are not taught as part of any curriculum, and can only be learned through highly illegal means or by people with the proper security clearance. Again, Sorcerers and Bards have the advantage here, but might be arrested for demonstrating a classified spell.
If you want to design a 'modern magic' campaign but want to limit the pervasiveness of magic to something less High Fantasy, require Feats. Such as:
Mage-Gift [General]
Allows magic use.
B]Benefit[/B]" Allows the learning and use of First and Second level Arcane spells. It is require for a person who does not begin as a Wizard, Sorcerer or Bard to multiclass into those classes.
Prerequisites: Int 13+
Normal: Without this Feat, magic use is impossible
Special: Wizards, Bards, and Sorcerers get this Feat for free
Then add things like Improved Mage-Gift for learning higher-level spells. Wizards might get this as a bonus feat at the appropriate levels, or not, depending on how 'low' you want the magic level.
Some of the ideas are quite workable and transportable.
1. Not all the spells in the PH are known! Some have not been discovered yet, and in general it takes years and years to really nail down a new and difficult spell like Cure Disease.
2. It takes years to train a mage. Learning magic is like going to college; you come out of your first four years, do a practicum, and boom, you're a First Level Wizard. Sorcerers on the other hand... they are more prevalant, simply because all you need are the right parents.
3. The military will have mages as well. There are classified spells. In D&D, those might be Detect Evil, Haste, Invisibility, Improved Invisibility, Animate Dead, any of the Evil spells, etc. They are not taught as part of any curriculum, and can only be learned through highly illegal means or by people with the proper security clearance. Again, Sorcerers and Bards have the advantage here, but might be arrested for demonstrating a classified spell.
If you want to design a 'modern magic' campaign but want to limit the pervasiveness of magic to something less High Fantasy, require Feats. Such as:
Mage-Gift [General]
Allows magic use.
B]Benefit[/B]" Allows the learning and use of First and Second level Arcane spells. It is require for a person who does not begin as a Wizard, Sorcerer or Bard to multiclass into those classes.
Prerequisites: Int 13+
Normal: Without this Feat, magic use is impossible
Special: Wizards, Bards, and Sorcerers get this Feat for free
Then add things like Improved Mage-Gift for learning higher-level spells. Wizards might get this as a bonus feat at the appropriate levels, or not, depending on how 'low' you want the magic level.