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Gaaa!!!! I need a Low Magic System!!!!
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<blockquote data-quote="Sarellion" data-source="post: 1406608" data-attributes="member: 6254"><p>Perhaps you could use a spirit based system. Your spellcaster has to negotiate with spirits that they grant him power. they could grant him spells or work directly for him. So there has to be a way for the spellcaster to contact and deal with spirits. There is some inspiration for this in the old spells and magic book (2e). The shaman dealt with nature, animal and ancestor spirits. they gave you advice, information and granted you spells. </p><p>They could have some way to bind them or charm them. An evil spellcaster would be some who binds spirits and force them to work for him, a good one uses diplomacy and honest deals.</p><p></p><p>Another way to restrict magic would be that spellcasters don´t get all their spellslots every day. They have to wait longer to gain their power back. This could lead to a longer downtime so you may have to push your group forward. Another way could be that spellcasters only gain their powers back if they visit magical shrines, guarded by spirits of magic or powerful wizards. They will grant you magical power but will restrict access to more destructive spells.</p><p>Perhaps you need to give the spellcasters a little bit more in other departments so that they don´t feel shafted. More skill points perhaps? A little bit more combat power with a better BAB and better weapons? Perhaps you could use something like the bloodlines of UA. Every spellcaster has some minor magical abilities that he can use granted by his blood or by his magical tradition.</p></blockquote><p></p>
[QUOTE="Sarellion, post: 1406608, member: 6254"] Perhaps you could use a spirit based system. Your spellcaster has to negotiate with spirits that they grant him power. they could grant him spells or work directly for him. So there has to be a way for the spellcaster to contact and deal with spirits. There is some inspiration for this in the old spells and magic book (2e). The shaman dealt with nature, animal and ancestor spirits. they gave you advice, information and granted you spells. They could have some way to bind them or charm them. An evil spellcaster would be some who binds spirits and force them to work for him, a good one uses diplomacy and honest deals. Another way to restrict magic would be that spellcasters don´t get all their spellslots every day. They have to wait longer to gain their power back. This could lead to a longer downtime so you may have to push your group forward. Another way could be that spellcasters only gain their powers back if they visit magical shrines, guarded by spirits of magic or powerful wizards. They will grant you magical power but will restrict access to more destructive spells. Perhaps you need to give the spellcasters a little bit more in other departments so that they don´t feel shafted. More skill points perhaps? A little bit more combat power with a better BAB and better weapons? Perhaps you could use something like the bloodlines of UA. Every spellcaster has some minor magical abilities that he can use granted by his blood or by his magical tradition. [/QUOTE]
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