How to do a Low Magic Campaign?

Darke

First Post
I' working on a low magic campaign setting and I would like to hear your ideas how you can make the d20 magic system a low magic system without changing too much.

Which are good ways to do this?

Change the magic classes? (like slower spell progression ?)

Change the spells? (casting time, duration, power/damage, DCs ?)

And if you make magic less powerful how can you balance the magic user again with the other classes? Ok, some of the magic using classes are on the top end of balance, but how would you balance them back a little? (hit die, skill points, extra feats ?)

Any ideas and hints would be helpful as I'm not sure to do it.

das Darke
 

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That's a very general question.

Do you want to keep the 'type' of magic the same while reducing the power?

Solution 1 --> Allow spellcasting to be picked up only after a certain point (for example, the first four character levels must be in fighter, barbarian, ranger, paladin, rogue or monk; after that you can take levels in spellcasting classes.) This will slow down the progress to the ueberspells, but characters will still be able to produce viable spellcasters.

Solution 2 --> Allow only multiclassed spellcasters - you cannot take two levels in a row of Wizard, Sorceror, Cleric, Druid, Bard (and Paladin or Ranger once you hit 4th level.) That will allow for versatile but not strong casters (e.g. you could have a Wiz5/Sor5 at 10th level with more spells than a Wiz 10, but less powerful spells and at a lower caster level.)

Do you want a 'less powerful, more subtle' type of magic?

Solution 1 --> You could try psionics - overall the level of power is lower, but a psionicist is more versatile and often more subtle than a Wiz/Sor/Clr/Drd.

Solution 2 --> You could use the Bard as a prototype: slower spell progression but d6 hit dice, +3/4 BAB, good skill points and range of skills, a good mix of spells (healing, offence, defence, information) but without 'power' spells, and special abilities (in this case, Lore and Music.)

Then create spellcasting classes based on that template, two just off the top of my head:

Witch: d6 hit dice, +3/4 BAB, good skill points and skill range, mix of spells up to 6th level but without power spells, and special abilities (Familiar, Curses, Special Potions)

Shaman: d6 hit dice, +3/4 BAB, good skill points and skill range (including Wild Lore, Animal Empathy, etc), mix of spells up to 6th level with a lot of healing and nature spells, and special abilities (Turn Undead, Animal Companion)
 

Malin Genie said:
Solution 2 --> You could use the Bard as a prototype: slower spell progression but d6 hit dice, +3/4 BAB, good skill points and range of skills, a good mix of spells (healing, offence, defence, information) but without 'power' spells, and special abilities (in this case, Lore and Music.)

Then create spellcasting classes based on that template, two just off the top of my head:

Witch: d6 hit dice, +3/4 BAB, good skill points and skill range, mix of spells up to 6th level but without power spells, and special abilities (Familiar, Curses, Special Potions)

Shaman: d6 hit dice, +3/4 BAB, good skill points and skill range (including Wild Lore, Animal Empathy, etc), mix of spells up to 6th level with a lot of healing and nature spells, and special abilities (Turn Undead, Animal Companion)

Hey this is a damn good idea!

Pokemon Master: d6 hit dice, +3/4 BAB, good skill points and skill range (including Handle Animal, Animal Empathy, Knowledge Pokemon), mix of spells up to 6th level with a lot of Summoning and 'Boosting' spells, and special abilities (Animal Companion, Bardic Knowledge (Monsters), Speak with Animals)

Oh yeah

My suggestion was to raise the Spell levels across the board by +2 (ie a spellcaster must be level 2+ before they can even start casting spells) but also raise Skill points +d4 and give them some other int or wis based bonus ability (perhaps adapt the talent trees from 'Modern')

Another idea is Skillbased casting:
Spellcraft check vs DC 10+(Spell level x 2)

Also: Spell Recover Rates:
Spells are recovered at 1 day per spell level (ie it takes 9 days to recover a 9th Level spell, 4 days for a 4th level spelletc etc)
 
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I like all of the ideas above, which one you take would really depend on how much you wanted to limit magic and spell casting. Another idea, which would probably take more work than the ones presented above, is to make all of the magic casters prestige classes. Then you could also add in special roleplaying things the character had to do to become a spell caster. Clerics would have to perform a service for their god, wizards find an arcane secret or contact a demon, sorcerors get a dragon to perform some ritual with them, or whatever is appropriate for your vision of the various spell casters.
 

The low magic campaign I've been working on does this:

1) The only caster allowed is the Adept.
2) All magic items cost x5 the DMG prices. (That's right: times five.)
3) The only classes allowed are the fighter, rogue, a nonspellcasting barbarian/ranger hybrid, and an altered monk.
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.
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A couple of things I had to change to make this work:

1) Rogues can only sneak attack once a round.
2) CRs are useless as printed.
3) ECLs are useless as printed.
4) A lot of magic items cannot be created since the only casters are adepts. Therefore the DMG NPCs are out of whack.
5) Most printed PrCs are too powerful.
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.
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Reasons why this is neat:

1) Magic items do not dominate the game. A PC's worth is mostly in their skills and class abilities, and not in their "phat lewt".
2) Low CR encounters can be used forever.
3) High CR encounters are rare and difficult. (Since a longsword+1 costs 10,000 gp.)
4) Low level magic items are awe inspiring.
5) Feats become more powerful. (Weapon focus is really good, and skill focus at a +3 becomes useful.)
6) The game never degenerates into a Time Stop/Haste/Harm/Heal spectacle.
 

Thanks for the input so far.

And yes, it's a very general question - at the moment I'm not sure how "low" I want magic to be.

I think I want the whole magic system toned down but just a little.

Like making all spells a little weaker (duration, damage dice, saves) and changing the magic using classes a little (perhaps a little more skills and normal feats).

Don't know for sure so if you can add any points I have to be careful about then tell me.

Thanks

das Darke
 

Remember not to create a lot of high level NPC spellcasters. I played in one "low magic" game that still had wizards running around like they do in the FR.
 

Well darke, i hit upon this idea a few days ago

This is based on a kind of Conan (Robert E. Howard) take on magic
Arcane casters are limited to one school per 3 levels ( 1 school at level one, one school at level 3 then 6 then 9 and so on).

I think this makes Sorcerors far too powerful though.

Divine spell casters must choose 3 Domains...they gain all powers of the domains but only the SPELLS in those domains!

All of these casters can use a "special" or "class" ability unique to other classes. This means they can use another clases BAB, HD type, save progression evasion, rage, etc. as if they were the same level in the class they took the ability from.

none-pure spell classes ( Paladin, Ranger) may choose two domains and gain no Granted powers.

These are off the cuff ideas i have been exploring but my players seem excited about it
 


This is less drastic than what has been posted before but I play in a relatively low magic campaign and this is what I do:

Control the spells available. Don't allow PCs to buy spells, scrolls, or spell books. Only let them take one new spell per level and if there is a spell you don't want them to have (haste, shield, whatever) just ask them not to take it.

SLow down experience. YOu don't want high level spells, don't have high character levels.
 

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