High Magic Campaign Rules..for a change

Emirikol

Adventurer
I've been gaming in a lower-character-magic game for a while and thought about playing the exact opposite some night.

HIGH MAGIC CAMPAIGN
by Jay A. Hafner
6-20-03

SETTING:
World of Greyhawk: Starting in the elvish nation of Clene during a massive invasion by the forces of Tourrish Mak from the Pomarj. The Scarlet Brotherhood has agents who have infiltrated all aspects of society from the Principality of Ulek, throughout the Wild Coast, disguised in Celene, and into the domain of Greyhawk.

BOOKS ALLOWED:
Any fantasy d20 book (races, classes, prc's, skills, feats, spells, etc.)

Ability scores:
Minimum intelligence, wisdom or charisma of 16 (as appropriate)
Bonus spells are doubled.

Races:
All standard character races are allowed; Savage Species races may be used as appropriate

Classes:
ALLOWED: Druid (nature-magic only; not religious theme), Cleric (magic-related only), Bard, Psion, Psychic warrior, Sorcerer, Wizard, or wizard specialist
BANNED (until 5th level): barbarian, fighter, Monk ranger, paladin, rogue


Character Starting Level:
2nd; maximum hit points; thereafter 1/2+1 per level. Replacement characters come in at the same level as your last character, but with one level less (*10) of WEALTH (see chart).

Initial Starting Gold:
As WEALTH table in DMG times 10 (i.e 9,000 gp); All items purchased must be masterwork or magical. PC's have access to MAGIC MART at the end of any game session if they wish to purchase new magical items with gold they have earned.

BONUS FEATS:
All characters start with two bonus feats. They must be magic-related feats.

PRESTIGE CLASSES:
Acquiring the class level that would normally grant a PrC had you done everything right is adequate to gain access to PrC’s.

SPELLS:
Re-roll 1's and 2's on any spell dice.

Wizards always have a full compliment of spells for their spellbook from any d20 fantasy book.

Clerics and druids may expand their known spell lists by 5 spells per level from any spellbook

Sorcerer's may exchange any or all of their known spells at the beginning of each new level.

PSIONICS: All psions start with 20% additional spellpoints

===
Monsters:
Monsters will tend to be on the magical side; most humanoids will be travelling with or will be psionic, arcane, or divine casters.

Gods:
Only gods of magic have any power in this setting.

Alignment: no evil alignments except Lawful Evil.

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Thoughts?
 

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Make sure your players bring body bags for their buddies, ouch.

More Seriously, with Mages low hit points I would guess there is gonna be a lot of dead people.
 

Monks, Paladins and Rangers are magic-ish right from the start. Especially Monks. In any world with a lot of Wizards, I'd expect a lot of Monks -- the Predator/Prey thing, you know.

If you're being serious about the bonuses to spellcasting, consider taking a page from the Plane of Faerie, and simply Empowering all Arcane spells.

-- Nifft, suspecting he's fallen for a Troll with Wizard levels
 

Yes, they are 'magic-ish' but I don't think they fall into that category.

There won't be that many dead bodies, because players tend to develop strategies for this sort of thing (undead, charm person, etc.)

Also, any DM worth his salt can adapt to that situation.


Em
 


A high-magic game does not necessarily mean there can't be any non-spellcasters.

I have to agree with the body bags comment. It's so over the top, you're going to turn over new characters every game.
 

Does it stand to reason then that the opposite would happen to all the fighters and barbarians in a low-magic game then?

Em
 

I agree with Piratecat. Think about it:

Psychic Warrior 5/ Monk 5/Soulknife 5

Declare Flurry, declare Stunning Fist, followed by sneak attack with mind blade imbedded with power of choice.

Die wizard die!!!
 

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