Gaaa!!!! I need a Low Magic System!!!!

Black_Kaioshin

First Post
I'm so frustrated at this point. I'm starting a new campaign in a week. Its home brew, but I can't seem to get the magic system down. I'm trying for a "low magic" feel. You know, more of a Swords and Sorcery then a high fantasy standard D&D thing. Yet it needs to be close enough to the d20 that it won't cause alot of confusion.

I've read that the Conan RPG is a good magic system, but I can't afford it, so it isn't an option. :( I'm poor at the moment. Does anyone have any advice or perhaps a system that they've worked on? I'd really appreciate help.
 
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I've heard people get good results by ruling that all spellcasters must multiclass, with no more than half their levels devoted to spellcasting.
 

It all depends on what you mean by 'low-magic'.

For example, for some, 'low-magic' means 'low prevalence of magic items'. For others it means 'no flashy, visible-effect-type spells'. Others see 'low-magic' as 'no spells above 2nd level' and yet others might feel low-magic to be some combination of these.

Personally, I don't like spells to be immediately useful in combat, and my fix would be to have much longer casting times.

Anyway, you have to decide why D&D-standard magic levels and systems don't work for you and start your modifications from there.

Or better yet, tell us and we'll help you with it.

-- Snow "you'll never walk alone" eel
 

One quick fix is to disallow clerics, wizards, and all other classes that focus mainly on spellcasting. This way, spells have to come from bards, rangers, and paladins only, as well as certain prestige classes. There is virtually no re-tooling involved prior to the game, although you have to balance encounters differently if magic is less flashy.
 


One of the big problems with a "low magic" game is that if you nerf the wizards and clerics, people will complain that their spellcasters are underpowered.

Personally, I find that "low magic" is something that refers to the gameworld more than it does to the rules, though it does have some rules aspects.

For example.

Make a list of fifty names. That's all the spellcasters IN THE WORLD. Now make a rule that levels of spellcaster can only be taken under the tutelage of a living spellcaster of higher level.

That's a pretty low-magic world, eh?
 

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!!
 


Black_Kaioshin said:
I think that covers it for now. Please help!!

Doesn't seem too hard.

You've already nerfed clerics. That's good; don't be scared to completely eliminate the existence of 'necessary elements' (which are most often sacred cows as well).

It seems you've decided to disregard the standard magical treasure by level chart. That's good too. Just make sure you ditch the CR system in relation to creatures with DR and/or spell-like abilities.

Now all that's left to do is go through the entire spell list and nerf the spells you don't like, one by one until you're happy.

Then, what you do with these nerfed spells is to save them as 'unique spells' which only a certain individual or group thereof have access to.

But remember, that's the end of CRs as you once knew them.
 

But its also about feeling of the magic system. I can't just start nerfing spells. That will simply be the same thing, just different. Its hard to describe. The standard system as lost that special feeling needed for this game...
 

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