Red Spire Press
First Post
Double post.
Jolly Giant said:I'm getting a much clearer picture of what is generally meant by low-magic now. Inever really saw what was so great about it before this thread. I kinda had the feeling a low-magic campaign was more or less the same as low-level campaign. Or a campaign were the DM bans any spell/magic item that could prove harmful to his plot (or even to his NPCs!)...
S'mon said:I think having a sense of wonder attached to relatively minor displays of magical power is a hallmark of 'low magic' - eg when running a Conan game, an NPC sorcerer tried to hypnotise a PC, this was described dramatically and was a source of terror to the PCs, far more than any physical threat.
You're right - I don't agree with that definitiondie_kluge said:I'll go out on a limb with a definition that some may not necessarily agree with:
Low magic - A world in which realism takes precedence over the fantastical.
Chew on that.
Estlor said:If you want to make a flavorful low-magic campaign, there are a few things (I think) you need to do.
Here's the thing - if you leave wizards, clerics, druids, and sorcerers as written, you can't have a low magic setting. Even if you take out a bunch of spells, the fact that these classes still exist means there is a representative sample of the population in those classes, using their abilities.
Nerf the magic items. Throw out most of the major items and make it so a +1 sword is a great find, a +2 sword is a major treasure, and a sword with a special quality is the thing of legends.
Adjust CR big time. Because the party has little access to magical healing and evocation spells, certain things change. Monsters with damage reduction magic will be major challenges. If the divine spellcasting class cannot turn undead, undead become a serious threat, often having favorable damage reduction coupled with this. Most common villains will be humanoids or animals, with magical beasts as strong opponents and outsiders and dragons as nearly impossible creatures.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.