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Define "low-magic"
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<blockquote data-quote="NewJeffCT" data-source="post: 1984198" data-attributes="member: 10784"><p>My loosely defined qualities of a low magic campaign:</p><p>1) No magic shops at all. You can't go to any corner store & purchase anything magical.</p><p>2) Spellcasters are rare and often treated with a mix of suspicion & awe outside all but the biggest of cities, with divine casters maybe a bit more awe and arcane ones a bit more suspicion.</p><p>3) Small town churches are often headed by NPC Experts with skills ranks in Knowledge-Religion and Heal rather than actual spell casting clerics - that limits the amount of magical healing. Churches husband their spellcasting clerics and use them where they can best spread the word - often in cities or as wandering clerics.</p><p>4) In certain parts of the world, arcane casting is outlawed and casters are hunted down and either exiled or executed... think Salem Witch Trials or the Inquisition.</p><p>5) Limit of 1 spellcaster for the party, possibly 1 divine and 1 arcane if you have a large group of PCs. No multi-classing into a spellcasting class without a very good in-game reason for it (major plot point in the campaign type of thing - save goodly caster from being burned at the stake, he/she agrees to travel with party of X months to teach 1 PC the arcane ways)</p><p>6) strict enforcement of spell component rules.</p><p>7) Before 4th/5th level, most magic items are disposable one shot items, like potion of cure light wounds. Also, before that level, if the party does get a magic weapon, it should be treated with some sort of awe - "This magical short sword was once used by the mighty hero Prentiss the ranger as he defended a small village from rampaging ogres, giving his life so that the children may escape. Until now, I have found none worthy of carrying the short sword that Prentiss used to save my life so many decades ago..."</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 1984198, member: 10784"] My loosely defined qualities of a low magic campaign: 1) No magic shops at all. You can't go to any corner store & purchase anything magical. 2) Spellcasters are rare and often treated with a mix of suspicion & awe outside all but the biggest of cities, with divine casters maybe a bit more awe and arcane ones a bit more suspicion. 3) Small town churches are often headed by NPC Experts with skills ranks in Knowledge-Religion and Heal rather than actual spell casting clerics - that limits the amount of magical healing. Churches husband their spellcasting clerics and use them where they can best spread the word - often in cities or as wandering clerics. 4) In certain parts of the world, arcane casting is outlawed and casters are hunted down and either exiled or executed... think Salem Witch Trials or the Inquisition. 5) Limit of 1 spellcaster for the party, possibly 1 divine and 1 arcane if you have a large group of PCs. No multi-classing into a spellcasting class without a very good in-game reason for it (major plot point in the campaign type of thing - save goodly caster from being burned at the stake, he/she agrees to travel with party of X months to teach 1 PC the arcane ways) 6) strict enforcement of spell component rules. 7) Before 4th/5th level, most magic items are disposable one shot items, like potion of cure light wounds. Also, before that level, if the party does get a magic weapon, it should be treated with some sort of awe - "This magical short sword was once used by the mighty hero Prentiss the ranger as he defended a small village from rampaging ogres, giving his life so that the children may escape. Until now, I have found none worthy of carrying the short sword that Prentiss used to save my life so many decades ago..." [/QUOTE]
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