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How to do a Low Magic Campaign?
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<blockquote data-quote="Painfully" data-source="post: 539765" data-attributes="member: 601"><p>First thing is to get rid of the detect magic spell. Describe items in detail when they are activated for the first time. Have the caster make a spellcraft check to "figure out" the item instead, or let him spend a few days doing research. Have wizards possess the "use magic device" skill useable at their caster level as a class ability (i.e., without actually having to spend any points).</p><p></p><p>On top of that, just dont add magic items unless there is a reason for it to exist. Who made the item? When and how was it created? What does it do that cannot be done without magic?</p><p></p><p>The loss of certain magic items might not be a loss at all if you can reintroduce it by some other means. Instead of healing potions, you can have medicines, healing balms, and strong drinks that can sooth or heal wounds slowly or rapidly. Instead of sunrods you can have pollen from a particular night-blooming flower provide phosphorescent light when cast into the air, or put onto an object like wheat flour (and it makes for neat side-effects like glowing fingers, or a dust trail of the stuff).</p><p></p><p>Don't let your players get the idea that magic is everywhere. Rather, when they do encounter it, introduce it as an uneasy feeling. Practice modifying spells a bit to give it a different mood. An unseen servant spell could easily be an invisible four-legged servant. Let it bark, or chirp, or squeak with acknowledgement. Or for that matter, let it act like a chosen familiar.</p><p></p><p>It's just a matter of creativity. You just need to put a bit more time into it and ask yourself what would be interesting. If you're still stumped, read more books and get more exposure to different ideas about magic.</p></blockquote><p></p>
[QUOTE="Painfully, post: 539765, member: 601"] First thing is to get rid of the detect magic spell. Describe items in detail when they are activated for the first time. Have the caster make a spellcraft check to "figure out" the item instead, or let him spend a few days doing research. Have wizards possess the "use magic device" skill useable at their caster level as a class ability (i.e., without actually having to spend any points). On top of that, just dont add magic items unless there is a reason for it to exist. Who made the item? When and how was it created? What does it do that cannot be done without magic? The loss of certain magic items might not be a loss at all if you can reintroduce it by some other means. Instead of healing potions, you can have medicines, healing balms, and strong drinks that can sooth or heal wounds slowly or rapidly. Instead of sunrods you can have pollen from a particular night-blooming flower provide phosphorescent light when cast into the air, or put onto an object like wheat flour (and it makes for neat side-effects like glowing fingers, or a dust trail of the stuff). Don't let your players get the idea that magic is everywhere. Rather, when they do encounter it, introduce it as an uneasy feeling. Practice modifying spells a bit to give it a different mood. An unseen servant spell could easily be an invisible four-legged servant. Let it bark, or chirp, or squeak with acknowledgement. Or for that matter, let it act like a chosen familiar. It's just a matter of creativity. You just need to put a bit more time into it and ask yourself what would be interesting. If you're still stumped, read more books and get more exposure to different ideas about magic. [/QUOTE]
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