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*Pathfinder & Starfinder
Folk magic in a D&D campaign?
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<blockquote data-quote="Drawmack" data-source="post: 908008" data-attributes="member: 4981"><p>I look at it like this.</p><p></p><p>Folk magic does really affect anything except the person it is being cast upon. </p><p></p><p>It doesn't really protect the person from pregnancy or ensure it, it makes the person who believes in it so firmly convinced that what they believe happens. However, it will still not work in cases of clinical barrenness.</p><p></p><p>If doesn't protect one from monsters it just makes them feel safer.</p><p></p><p>Now using this in a fantasy camapaign it is safe to make it a bit more though.</p><p></p><p>I would say any low level spell with a will save should be able to be done as folk magic, though the casting time would change. Each round of casting increases to one minute. </p><p></p><p>I would make it a skills and feats system.</p><p></p><p>Feat: Folk Magic</p><p>Knowledge Nature = Druid Spells</p><p>Knowledge Arcana = Sor/Wiz Spells</p><p>Knowledge Religion = Clr Spells.</p><p></p><p>4 ranks = 0 lvl</p><p>6 ranks = 1 lvl</p><p>10 ranks = 2 lvl</p><p>18 ranks = 3 lvl</p><p></p><p></p><p>New Feat</p><p><strong>Folk Magic</strong></p><p>This person has studied the ways of the healer and the voodoo princesses. </p><p><strong>Benefit:</strong> They can cast low level spells, as per the above knowledge skills, that offer a will save with the casting time changed to 1 round = 1 minute. The character must concentrate for the entire time of the ritual and cannot travel while casting a spell.</p><p><strong>Prerequisits:</strong> Int 12+, Wis 12+, Dex 12+</p></blockquote><p></p>
[QUOTE="Drawmack, post: 908008, member: 4981"] I look at it like this. Folk magic does really affect anything except the person it is being cast upon. It doesn't really protect the person from pregnancy or ensure it, it makes the person who believes in it so firmly convinced that what they believe happens. However, it will still not work in cases of clinical barrenness. If doesn't protect one from monsters it just makes them feel safer. Now using this in a fantasy camapaign it is safe to make it a bit more though. I would say any low level spell with a will save should be able to be done as folk magic, though the casting time would change. Each round of casting increases to one minute. I would make it a skills and feats system. Feat: Folk Magic Knowledge Nature = Druid Spells Knowledge Arcana = Sor/Wiz Spells Knowledge Religion = Clr Spells. 4 ranks = 0 lvl 6 ranks = 1 lvl 10 ranks = 2 lvl 18 ranks = 3 lvl New Feat [b]Folk Magic[/b] This person has studied the ways of the healer and the voodoo princesses. [b]Benefit:[/b] They can cast low level spells, as per the above knowledge skills, that offer a will save with the casting time changed to 1 round = 1 minute. The character must concentrate for the entire time of the ritual and cannot travel while casting a spell. [b]Prerequisits:[/b] Int 12+, Wis 12+, Dex 12+ [/QUOTE]
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Folk magic in a D&D campaign?
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