From high magic campaign to low magic

Emirikol said:
If anyone's interested, I can email you the house rules we use.

jh
..

All your stuff sounds great for my low magic game Emirikol. The PCs in the game I run just hit 5th level. To date there are only 4 magic items in the group, a +1 Great Axe, Boots of Elvenkind, a Lense of Detection, and an Amulet of natural Armor +1. The idea of MW items going up to +3 is good, as is the NPC 5th Level Sorceror summoning minions from Hell.

I'd like to check out your House Rules for more inspiration. Being stingy with items is easy, I'd like to know how to make things more gritty...

email 'em to me at jwaddell6@cox.net
 

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Nyeshet said:
How exactly does the device work? Does it basically create an MD several thousand miles in radius as a burst effect? The dieties may have something to say about that, considering that there are almost certainly more than 20 artifacts within that radius. Anyway, it does not prevent the creation of new magic items, and such are probably already being created. Likely, the wealthiest institutions (ie: empires, massive kingdoms, etc) have likely already hired most of the highest level mages to replace items lost due to the effect.

If the artifact's effect is lingering (which your posts seem to suggest), then howso? If magic items truly cannot last more than a few days (perhaps 1d4 per CL in days?) then the highest mages are not only hired (thus unavailable to others), but they are also being abducted, blackmailed (with the lives of f&f), etc. Some are likely striking back. How is this affecting the arcane / divine division? Do divine magic items last longer (perhaps +Dvn Rnk of the deity to the count above)? If so then clerics have a little more influence than before. If not, then they are in the same situation as the arcane casters. Wars are occationally being waged over towns and cities where major temples / mage colleges happen to exist.

Does magic - typical spells - work as normal? If so then spells such as GMW are more important than before. If not then it is possible that crop yields (likely long influenced by Clerics with the Plant domain, local Druids, etc) are now at an all time low. The Roman empire and many others have fallen due to such over the course of a mere few years. It is possible that half the kingdoms the PCs knew are no more - collapsed into anarchy due to starvation riots. The remaining ones are diminished and more authoritarian - to better deal with the situation, of course.

The prior posts about creatures with DR is significant, but if magic itself (even day to day spells) is diminished, then their magical abilities should also be diminished. Decrease DR / magic or alignment by 5 points to represent this. Note that due to using the 3.5e (rather than 3e) system this is not as much trouble. Cold Iron and Silver are still available, still working normally. Aligned weapons are moot, but basic lower level spells can temporarily deal with that issue. DR / magic is a concern, granted, but if the DR is 5 points lower than it is not as big of an issue. Creatures with only DR 5 / magic no longer have DR, and those with DR 5 / silver and magic now only have DR 5 / silver - a much more readily overcome ability. SR should also be lowered a little (perhaps 2-4 points, across the board). This would remove the SR of Dwarves, I note.

As magic is diminished, force of arms becomes more important. City walls are higher, armed men more numerous - albeit (at first) poorly armed. Casters are viewed with more envy - resulting in a surge of apprenticeships (sponcered by those highest in power / rank), but casters overall are viewed with more apprehension and anger. "Surely whatever caused the Cataclysm was magical in origin!" is likely a common view, and those that wield powers - powers now viewed as less stable, less dependable, less useful, less understandable - are now likely viewed in a less positive light.

Perhaps some regions of the world were actually under protective magics from minor artifacts - items that now are powerless. Suddenly regions along deserts are slowly dissicating as the deserts expand into them. Suddenly regions along the shore that have never known a storm are often beset by such. Perhaps, in times past, several djin or fiends were captured and contained / imprisoned. Now they are free to wander as they will. Dragons, long a dangerous consideration, are now vastly more powerful due to the lack of readily available magical weapons. If the PCs take more than a couple years to emerge, it may be to a world utterly changed - kingdoms fallen, new ones risen by force of arms, dragons now openly and commonly besetting many lands, weather gone wild, deserts / wild woods / swamps having spread into / over towns, counties, etc.

Given a few decades, the problems will be (partially) undone, as the number of magical weapons and items will be (partially) restored. But it will likely be a century or more before the lands are truly once again stabilizied. And the problems that resulted from the destruction of unknown artifacts remain - storms, spreading wastelands (deserts, swamps, etc), wandering beasts of greater than normal power, etc. Note that this 'decades' bit presumes the effect of the major artifact fades with item, eventually allowing for the creation of permanent magical items once again. If it does not, then the PCs have irrevocably changed the world for millennia to come.
::Background:: 1,100 years ago, the gods rid the land of the demonlords whom enslaved the humanoids. The gods were not intervening gods, they didn't want the humanoids to fear them like they feared the demonlords so they left them to govern themselves. It wasnt long before some of the more powerful wizards whom fought in the wars decided to sieze power and used magic provided by the banished demonlords to attempt to enslave the land again. IT wasn't as much as slavery they thought ,as much as it was them controlling the land to prevent outside inteference again.

The gods would have non of this. Osiris broke his creed and came down to the earth again, he made a powerful sarcophugus that, if opened, would unleash a powerful enough disenchant spell to disenchant the magic on Chrystaria, thus stripping the powerful wizards whom were gaining power and giving everyone equal footing. Osiris knew how the device worked, and created it so that anyone whom did not operate it qcorrectly would set off the disenchant sphere big enough to take out magic on Chrystaria and hte nearest three Suns. It was his own trap to ward off all but his most trusted.

The Sarcophgus has 20 latches on it, which have to be flipped in the correct order. Depending on the order, (there are three different positive orders), the Sarcopghus could wipe out magic on a continent, the solar system or a single individual. After Osiris used the Sarcophgus to destroy the wizards magic, he gave the device to the Celestial Elves, whom his wife Isis had personally created to guard the secrets of the gods.
A hundred years later, the gods sought to seal off Chrystaria from all planar travel by creating an artifact that acted as a massive dimensional shield. However, Osiris's brother Set, managed to sneak into hte heavens and tweak the device enough so that when the God's had their avator's activate it, it blocked their Celestial Kindgom from traveling to Chrystaria as well.

So that left the Celestial Elves on their own to protect all of these artifacts. Eventually they were wiped out by the gold elves when one of them sabbatoaged a Celstial planar experiment and opened a permanent portal to the far plane. The Sarcophgus was inthe same facility as the portal (and their other experiments and poewrful magical objects). The pcs traveled to the place to find the sacrophgus, and destroy the portal with the sarcophgus. They've killed two Celestial Elves so far, the Lich and another accidently (both had the info and the pc's refused to interrogate either one. (in one case the pcs were afraid that if they stayed too long they would be killed, in the second the Lich was torturing several of the pcs and the remaining pcs wished to end the torture swiftly with a large fireball. The Celestial Elves only pass their notes verabally and only 9 knew how the sarcophgus worked. It was going to be their "fail safe" if they lost control over their experiments.

I've set hte use magic device score at 40, the wizard of the party had a chance to figure it out, but unfortuantely, he was fried by one of the Lich's minions (fried then seared in acid). That leaves the pcs with no magic user, a device covered in arcane writings, and a horde of farplane demons on their tale. Ther eis another way, but I doubt they'll do it.

I've been doing a bit of reading and I'm going to take a page out of the Black Company book. You're absolutly right. I think there wil be many small wars and battles. The continents will be deviced. The church, already in the magic artifact hording, will have broken into two sects. One sect now has firm confirmation the gods have abaondined them and have sought to kidnap and kill all non divine mages and the other side still believe that the gods are testing them, and that they shouldn't result to evil acts.

In the mean time I'm thinking that there are other factions and rebellions as well. THe elves (whom are a majority gold elves and HATE magic) are confirmed of their believes that magic was evil and will attempt to have a pact with the church. The global effects should be interesting.

Divine magic items will last longer.

I"m going through this thread as it grows and jotting down ideas. Keep'm coming I appreciate the help.

Luckily the pcs shouldn't find the sarcopghus for 3 or 4 sessions and after that I have a nice Month long DM break to rewrite the kingdoms of the land.
 

DonTadow said:
My PCs have done it again. ::sigh::

Despite leaving them countless clues that the bad knows how to work the massive disenchant device, they killed him without asking him a single thing. Then burned his body... to ashes.


Perhaps he left a diary . . .
 

DonTadow said:
::background::
Part of the curse is that time travels 4 times slower than it does in real life.
....
The PCs have researched texts that talk of a device that can rid the curse.
...
Now if this happens, by the time the pcs travel back the real world (they will still be stuck in the heaviest of the cursed zone and thus time will still move slowly until they leave the place. It will be anywhere from 4 months to a year later. Enough time for chaos to irrupt and some to adapt.

Um, you have a plot hole here: If the temporal effect is part of the curse, and they get rid of the curse, then they ought to be coming back in normal time.

I personally don't think that a year is long enough to develop a whole system like stunts, or anything else, to replace permanent magic. It rather cheapens the event to pop up a fix so quickly. But that's just me.

If I were handed this and told that I must use it, and have a replacement for the magic items by the time the PCs return to civilization... I'd use the opportunity to introduce an entirely new villain. Someone outside the world notices what has happened, and decides to take advantage of it. They arrive, ready and willing to teach teh people of this poor world a fine new solution to all their worries... but there's a catch...

I dunno what the catch is. Maybe a Taint (like BoVD), or something. As I see it, the PCs have erred, and their error shoud come back to bite them on the butt. Now they have to fix the world and/or get rid of the new enemy...
 

Umbran said:
Um, you have a plot hole here: If the temporal effect is part of the curse, and they get rid of the curse, then they ought to be coming back in normal time.

I personally don't think that a year is long enough to develop a whole system like stunts, or anything else, to replace permanent magic. It rather cheapens the event to pop up a fix so quickly. But that's just me.

If I were handed this and told that I must use it, and have a replacement for the magic items by the time the PCs return to civilization... I'd use the opportunity to introduce an entirely new villain. Someone outside the world notices what has happened, and decides to take advantage of it. They arrive, ready and willing to teach teh people of this poor world a fine new solution to all their worries... but there's a catch...

I dunno what the catch is. Maybe a Taint (like BoVD), or something. As I see it, the PCs have erred, and their error shoud come back to bite them on the butt. Now they have to fix the world and/or get rid of the new enemy...

YOu're right, the effect will end permanantly. The pcs will be stuck in the farplane demideminsion they are in now, which still has the slow moving time. What was disenchanted was the portal that connected the two planes. The pcs do have three ways of getting back, but their journeys have yet to introduce them to these ways. So Iimagine that it will be at least a few months to a year in game time (probably 2 or 3 months out of game time) before the yreach it.

But obviously you've been reading my notes. Before the Pcs even went looking for hte sarcopghus, an alien entitiy known as Blith was trying to break through the God's shield. He'd managed to send his shadow creatures in but could not enter himself. After this it may be weak enough to finally allow him entry. However, I havn't fleshed him out yet, so that will be some way down the road.
 

Mark CMG said:
Perhaps he left a diary . . .
Personally, I hate the diary route. It's one of those things I really don't want ot overuse. My Pcs got to the point earlier in the campaign where they'd kill an NPC and immediately ask (at least one player) "where's his diary".

If it makes sense to havea diary I"ll let an npc have one, but in this case its not an option. The guys a Celestial Elf and their religion is kind of like some eastern religions are where the oriignial text was never written down and was spoken from word of mouth. The gods trusted only 9 of them with this knowledge and the other 7 have long sense been dead.
 

PCs operate the machine and all items disenchant. The magical energies that were bound in those items, including godly artifacts, begin to flow through the world causing all sorts of havoc.

I'd say make Level / Hit die based rules for characters / creatures absorbing raw magic energy in the area and using it as they more or less choose, with large margins for error if you like unreliable magic.

I am thinking burning HP to produce the effects so that the characters who lost their weapons can still 'keep up'. Don't worry too much about balance since with all the magical energy floating around, reality should rip itself apart eventually

Try looking at the white wolf Exalted game for ideas.
 

I would oh so definitely let them nuke their own world. Heck yeah!

What will happen will depend on what exists now; the future always proceeds from the past. Also account for the classic stages of loss & grief:

Denial: various people will deny anything has changed and attempt to hide it. Some will do it to avoid a panic, others to maintain their personal power.

Anger: lots of very angry folks. Anyone who recently bought a magic item will believe they were defrauded. Point violence everywhere. Also, religious icons and various doohickies will fail to function causing prophecies of doom and recrimination.

bargaining: lots of attempts to appease the gods. Mass sacrifice, sack cloth & ashes, etc.

Depression: suicide of enchanters, people who believe their supernatural mandate was revoked, etc.

Acceptance: thieves realize that so many magical traps are gone and go looting, warriors shrug and start ordering plate mail, etc.
 

Can this magic bomb disrupt the shields preventing the gods and demons from reaching the world? I would do niether or both. Demons pour over the land and the clerics start getting yelled at by gods and casting flamestrikes.

But yeah, let them suck up the full consequences of their act. Nuke 'em. If all the magic weapons are gone and demons are pouring over the lands the people are pretty much screwed. Monks and Fighter with artificers or mages tagging along to put magic weapon on their swords will be the bulwark of the defenses against the demons.
 

Do what I'm doing... the death of magic trumpets the advent of Psionics. :)

Without mana, the world begins to die. Eventually, it becomes Athas (from Dark Sun), a post-apocalypic desert setting where metal is rare and items are made from rocks and bones... and everything is at least a wild talent psionicist.
 

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