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How would you adjust the levels of spells for a "limited magic" world?
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<blockquote data-quote="Mordane76" data-source="post: 1423062" data-attributes="member: 7172"><p>Honestly, I think you're putting too much work into this idea.</p><p></p><p></p><p>Manual of the Planes has differing magical aspects for planes that affect how spells work; this might be a great way to affect the changes you're looking for without having to rebalance the entire Spells section.</p><p></p><p></p><p>Another idea -- make spell-casting into a PrC only thing. This is essentially how it works in <em>d20 Modern</em>; to become a spellcaster, you have to take several levels in base classes to qualify for a spellcasting advance class, if such classes are even available. Instead of revamping the entire Spells section, alter the way PCs gain access to magic.</p><p></p><p>Another way to do this would be to use half-caster progressions. Look at the ranger, bard, and paladin; they have spellcasting, but not as a primary ability. Now, to limit magic in your world, strip the spellcasting aspects out of these classes, and use it as the spellcasting progression for the primary spellcasters -- this would make access to spells over 5th level impossible in many cases (unless you worked them out as plot elements, which you have control over), and slows access to some of the spells you point to as trouble spells in your setting.</p><p></p><p></p><p>Looking over the list of spells you wish to affect, I see a pattern -- you want normal people to be "normal" people. If that's the case, then play them as such. There is a lot of good information in the Low Magic thread about how to treat PCs who decide to take classes that have access to "miraculous" abilities like <em>create water</em>. Also, there's some good ideas in there on how to stat out the churches of these worlds -- use Experts for the vast majority of the clergy instead of standard clerics, and use standard clerics or the Cloistered Cleric from <em>Unearthed Arcana</em> for the miracle workers of the church, but keep their numbers low. You can easily use RP reasonings to affect the magic level of the world you want, and keep the necessary mechanical changes to a minimum -- this will cut down on your front-end work load required to get your setting off the ground.</p></blockquote><p></p>
[QUOTE="Mordane76, post: 1423062, member: 7172"] Honestly, I think you're putting too much work into this idea. Manual of the Planes has differing magical aspects for planes that affect how spells work; this might be a great way to affect the changes you're looking for without having to rebalance the entire Spells section. Another idea -- make spell-casting into a PrC only thing. This is essentially how it works in [i]d20 Modern[/i]; to become a spellcaster, you have to take several levels in base classes to qualify for a spellcasting advance class, if such classes are even available. Instead of revamping the entire Spells section, alter the way PCs gain access to magic. Another way to do this would be to use half-caster progressions. Look at the ranger, bard, and paladin; they have spellcasting, but not as a primary ability. Now, to limit magic in your world, strip the spellcasting aspects out of these classes, and use it as the spellcasting progression for the primary spellcasters -- this would make access to spells over 5th level impossible in many cases (unless you worked them out as plot elements, which you have control over), and slows access to some of the spells you point to as trouble spells in your setting. Looking over the list of spells you wish to affect, I see a pattern -- you want normal people to be "normal" people. If that's the case, then play them as such. There is a lot of good information in the Low Magic thread about how to treat PCs who decide to take classes that have access to "miraculous" abilities like [i]create water[/i]. Also, there's some good ideas in there on how to stat out the churches of these worlds -- use Experts for the vast majority of the clergy instead of standard clerics, and use standard clerics or the Cloistered Cleric from [i]Unearthed Arcana[/i] for the miracle workers of the church, but keep their numbers low. You can easily use RP reasonings to affect the magic level of the world you want, and keep the necessary mechanical changes to a minimum -- this will cut down on your front-end work load required to get your setting off the ground. [/QUOTE]
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How would you adjust the levels of spells for a "limited magic" world?
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