How low is low??

MarauderX

Explorer
So I am trying to define my homebrew world, and deciding on how to define the level and amount of magic has been tough. Presently the world is much like Greyhawk (tm) but with far fewer high level NPCs roaming the world, and less magic items being passed around, among other changes. Now I don't feel that this is a low magic campaign, but I'm sure others will disagree. For a campaign what is LOW and what is just LOWER?

** Granted there is no 'event horizon' that defines low magic from other campaigns, but when do you say that your campaign is low magic or 'regular'?

** Does it have to do with items, number of casters, or frequency of magic used?

** Do the PCs have limited access to magic items and obtain new ones only at higher levels?
 

log in or register to remove this ad

It's all subjective, of course. The real answer is "all of the above".

I'd define Low/Normal/High based on the average commoner. How often does he see a magical item? Can he join a magical class? How does he view these classes?

Low: the average person never sees a magical item at all. Adventurers may find a few magical items in their jobs but it's not a given. Magical classes are rare/limited, to the point where they're usually feared/hated/ostracized by the general populace.

Normal: The average person has seen magical items but doesn't have any of his own. Adventurers will have a few. Magical classes are about as common as nonmagical, for adventurers. There will be a few non-adventurers with magic classes.

High: Everyone has access to magical items, to the point where some tasks are almost never done without magic. Want to build a house? Get a Wizard to use Telekinesis, Summoned creatures, and Fabricate to do it in a day, while the "craftsmen" simply do finishing touches. Want to be a doctor? Take a couple levels of Cleric. Lots of people take a level or two of a magical class, and there's nothing unusual about it.

Anyway, my point is, these things are interdependent. If lots of people have magical classes, there'll be plenty of magical items floating around. If "Wizard" is a socially acceptable career choice, plenty of people will want to go down that path.

Just my opinion, of course.
 

And there is also mix and match situations. I have a fairly low-normal type campaign, yet I still have 'magic shops'. They just aren't a Magic R' Us place.

I also like to give items with charges, even ones that don't normally have charges, that way I can give items more often. (Instead of having a Ring Invis forever, that gets used up, and eventually you find a wand, or another ring with charges, etc.

.
 

There are two kinds of low.

The first type is - how common is it? Can only one in four million practice any sort of magic whatsoever?

On those kinds of odds magic items will certainly be rare, but...

The other type is how powerful is it?

On one hand, everyone in the world could have easy access to the Magical Training feat, and feats like it. At the same time, perhaps no one can take levels in the 'powerful' casting classes (psion, druid, sorcerer, wizard and cleric) or related prestige / core class concepts. Items would be common, but (usually) rather simple.

On the other hand, perhaps only one in thirty some thousand can work magic -at all-, and among those less than one in a thousand may be a member of the core classes. Yet, at the same time, magic is very, very powerful. Situations like the double-spellcasting prodigy effect in Ghostwalk are the norm and then some, with powerful prestige classes to back them up. Items are extremely rare, but (as letting them go to waste is a shame) generally quite powerful.

Either setting could be described as low magic, but the meanings are entirely different.
 

I think it's very important to note Xeriar's point.

There is a big difference between "low-magic" and "rare magic".

Low Magic (to me, of course) means that no one will ever cast a spell much greater than 5th level. Magic items are horrifically rare, though generally powerful.

Rare Magic is different -- there are far fewer wizards and other casters, but those that do exist can run the full gamut of magical power. For example, maybe wizards are hunted and killed, making arcane magic very rare. Those few that escape and grow to full power can still cast 9th (or even epic) level magic spells.

Definition really doesn't matter. Figure out what level of magic you want in a campaign -- and what type of rarity -- then go from there.
 

Pets & Sidekicks

Remove ads

Top