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Help with ideas for a low-magic zone mechanic
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<blockquote data-quote="Sword of Spirit" data-source="post: 8224082" data-attributes="member: 6677017"><p>After reading through the answers and thinking about it more, I put together some ideas from it all, and here's something I think might work for me.</p><p></p><p>1) If a spell slot of 3rd-level or higher would be gained (as at level up) or regained, a 2nd-level spell slot is gained or regained in its place</p><p>2) Activating any "concentrated magic" (as defined in Sage Advice, see below) requires a check</p><p>-Spells: Spellcasting ability check, DC 10 + spell level</p><p>-Effects that indicate an ability score (including by derivation from a spell attack bonus or save DC): Spellcasting ability check, DC 10</p><p>-Effects that suggest no related ability score: 50% failure chance</p><p>On a failure, the action taken to activate the effect is wasted, but any spell slots or other magical resources that would be expended are not.</p><p>3) Always-on "concentrated magic" (like magical weapon +'s) is unaffected</p><p>4) "Background magic" (see Sage Advice) is unaffected, though creatures and phenomenon that manifest it are somewhat rarer in the region</p><p></p><p>This doesn't affect regaining other magical resources, like Sorcery Points, Innate Spellcasting uses, or magic item charges. This means that creatures with Innate Spellcasting have it better off than spellcasting classes, and magic items are often more functional than spellcasting.</p><p></p><p>Native casters will never know spells above 2nd level, because you can't learn a spell you don't have slots to cast. The way I do magic item creation means they will also hardly be able to create magic items. Visiting casters will keep their higher level spell slots and can use them to cast their higher level spells, but can't regain them after use--they just turn into 2nd level slots like for natives. This means they have a leg up if they come from outside and launch an attack, but once they've used up their slots they have no inherent advantage. (Natives that left the region would also be free of the issues.)</p><p></p><p>What holes am I missing in this? I expect there are things I haven't thought about that those rules might not entirely cover, and things I might not have thought through correctly.</p><p></p><p></p><p>Sage Advice Compendium (under "Is the breath weapon of a dragon magical?")</p><p>"[O]ur game makes a distinction between two types of magic:</p><p>• the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures</p><p>• the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect</p><p></p><p>In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When</p><p>a rule refers to something being magical, it’s referring to that second type. Determining whether a game feature is</p><p>magical is straightforward. Ask yourself these questions about the feature:</p><p></p><p>• Is it a magic item?</p><p>• Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?</p><p>• Is it a spell attack?</p><p>• Is it fueled by the use of spell slots?</p><p>• Does its description say it’s magical?</p><p></p><p>If your answer to any of those questions is yes, the feature is magical." - Sage Advice Compendium</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8224082, member: 6677017"] After reading through the answers and thinking about it more, I put together some ideas from it all, and here's something I think might work for me. 1) If a spell slot of 3rd-level or higher would be gained (as at level up) or regained, a 2nd-level spell slot is gained or regained in its place 2) Activating any "concentrated magic" (as defined in Sage Advice, see below) requires a check -Spells: Spellcasting ability check, DC 10 + spell level -Effects that indicate an ability score (including by derivation from a spell attack bonus or save DC): Spellcasting ability check, DC 10 -Effects that suggest no related ability score: 50% failure chance On a failure, the action taken to activate the effect is wasted, but any spell slots or other magical resources that would be expended are not. 3) Always-on "concentrated magic" (like magical weapon +'s) is unaffected 4) "Background magic" (see Sage Advice) is unaffected, though creatures and phenomenon that manifest it are somewhat rarer in the region This doesn't affect regaining other magical resources, like Sorcery Points, Innate Spellcasting uses, or magic item charges. This means that creatures with Innate Spellcasting have it better off than spellcasting classes, and magic items are often more functional than spellcasting. Native casters will never know spells above 2nd level, because you can't learn a spell you don't have slots to cast. The way I do magic item creation means they will also hardly be able to create magic items. Visiting casters will keep their higher level spell slots and can use them to cast their higher level spells, but can't regain them after use--they just turn into 2nd level slots like for natives. This means they have a leg up if they come from outside and launch an attack, but once they've used up their slots they have no inherent advantage. (Natives that left the region would also be free of the issues.) What holes am I missing in this? I expect there are things I haven't thought about that those rules might not entirely cover, and things I might not have thought through correctly. Sage Advice Compendium (under "Is the breath weapon of a dragon magical?") "[O]ur game makes a distinction between two types of magic: • the background magic that is part of the D&D multiverse’s physics and the physiology of many D&D creatures • the concentrated magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type. Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature: • Is it a magic item? • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description? • Is it a spell attack? • Is it fueled by the use of spell slots? • Does its description say it’s magical? If your answer to any of those questions is yes, the feature is magical." - Sage Advice Compendium [/QUOTE]
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