Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Help with ideas for a low-magic zone mechanic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 8224712" data-attributes="member: 63"><p>The ZEITGEIST adventure path had a similar explanation for why technology was coming to a fantasy world. One region about the size of France had been mostly stripped of magic, and a several-hundred-mile radius around it was a wild magic zone, and so industry grew up in the area. </p><p></p><p>We wanted PCs to be able to use magic on adventures, without the setting in that area having much magic. So the idea we settled on was that in the Dead Magic Zone, there's no local magic, but items from outside can carry magic for a while. It drains away within a few days, though. Innate magical abilities that refresh on a rest cannot refresh in the area, so a dragonborn gets, like, one use of their breath weapon and then has to get out of the area to regain it. </p><p></p><p>The exception to that was the 'infernal rebuke' power of tieflings, because they were created by the same curse that created the dead magic zone.</p><p></p><p>Persistent magical abilities - like a dwarf's darkvision, or a paladin's auras, or a fire elemental's entire being - would eventually be suppressed too. However, the party was never in either the dead or wild magic area for more than a few days, so we didn't have precise mechanics for this.</p><p></p><p>---</p><p></p><p>To keep things fast to play, without much complexity, maybe go with:</p><p></p><p><strong>Weak Magic.</strong> It's not possible to cast spells above level 2 in the area. Cantrips in the area have an effect as if the caster were 1st level. When you cast a spell of level 1 or 2, roll an unmodified d20 against DC 10. If the result is 9 or less, you are unable to complete the spell, but the spell slot is not expended.</p><p></p><p><strong>Magical Power Sources. </strong>If you have a magic item, you can draw upon the magic stored in it to cast a spell. This lets you reliably cast a spell of level 1 or 2 without a chance of failure, or to cast a cantrip at your actual caster level. After you draw upon an item's magic this way, the item loses its powers until it leaves the weak magic zone.</p><p></p><p>You can also attempt to draw upon a magic item to cast a spell of level 3 to 5, which requires an unmodified d20 roll (DC 10), like for normal weak magic rules. Even drawing upon magic items, it's not possible to cast spells higher than level 5 in the weak magic area.</p><p></p><p><strong>Limited Ambient Magic.</strong> You cannot regain spell slots above level 2 in the area.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8224712, member: 63"] The ZEITGEIST adventure path had a similar explanation for why technology was coming to a fantasy world. One region about the size of France had been mostly stripped of magic, and a several-hundred-mile radius around it was a wild magic zone, and so industry grew up in the area. We wanted PCs to be able to use magic on adventures, without the setting in that area having much magic. So the idea we settled on was that in the Dead Magic Zone, there's no local magic, but items from outside can carry magic for a while. It drains away within a few days, though. Innate magical abilities that refresh on a rest cannot refresh in the area, so a dragonborn gets, like, one use of their breath weapon and then has to get out of the area to regain it. The exception to that was the 'infernal rebuke' power of tieflings, because they were created by the same curse that created the dead magic zone. Persistent magical abilities - like a dwarf's darkvision, or a paladin's auras, or a fire elemental's entire being - would eventually be suppressed too. However, the party was never in either the dead or wild magic area for more than a few days, so we didn't have precise mechanics for this. --- To keep things fast to play, without much complexity, maybe go with: [B]Weak Magic.[/B] It's not possible to cast spells above level 2 in the area. Cantrips in the area have an effect as if the caster were 1st level. When you cast a spell of level 1 or 2, roll an unmodified d20 against DC 10. If the result is 9 or less, you are unable to complete the spell, but the spell slot is not expended. [B]Magical Power Sources. [/B]If you have a magic item, you can draw upon the magic stored in it to cast a spell. This lets you reliably cast a spell of level 1 or 2 without a chance of failure, or to cast a cantrip at your actual caster level. After you draw upon an item's magic this way, the item loses its powers until it leaves the weak magic zone. You can also attempt to draw upon a magic item to cast a spell of level 3 to 5, which requires an unmodified d20 roll (DC 10), like for normal weak magic rules. Even drawing upon magic items, it's not possible to cast spells higher than level 5 in the weak magic area. [B]Limited Ambient Magic.[/B] You cannot regain spell slots above level 2 in the area. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help with ideas for a low-magic zone mechanic
Top