THis new campaign world I'm making is a bit strange. The spirits that created the world dwell within it and all around it. Its a highly mystical place. But I don't want it to be soaked with magic. In this game, I want magic to be convient, not required. Its been my view that by the time you reach high level, you need a hoard of items to survive. I don't want that. But I'm rabbling.
I need an alternative to standard D&D magic, not just ways of restricting it. The magic of this place is mysterious and wonderful; not at all like standard magic. I guess I should be more specific.
A system that allows magic to be powerful in someways, but not all encompassing. Magic items will be in this campaign, but they won't be so neccesary for pc's to have.
I want the mage's in this world to be somewhat mysterious and special, but not all powerful. Yes, they shall have strange powers the common man doesn't have, but that won't alow them to rule the world. The Forgetten Realms is a cool setting, but the mages there practically own everything. What I'm looking for is a system that will let mages be mages without making them powerhouses.
Combat spells are an issue. I want the mages to be able to protect them selves, but not be able to destroy an army. In standard D&D, there are two million ways to kill someone with magic. I'm trying to cut down slaying spells big time; fireballs are a no no. I'm avoiding huge area of effect and instant death spells. They don't fit. In this setting, there are no clerics, and magical healing is already been taken care of. Mages should have a few abilities that they can apply in combat, but not grand scale, unless they are REALLY high level, and then maybe a fireball will be allowed.
I think that covers it for now. Please help!!