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How would you adjust the levels of spells for a "limited magic" world?
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<blockquote data-quote="Saeviomagy" data-source="post: 1423628" data-attributes="member: 5890"><p>Possibilities (you COULD combine them into one, but I'm not sure what would happen):</p><p></p><p>Variants on all these are things like only applying them to some schools or categories of magic (ie - only spells which cause damage have extra casting time, or abjuration spells don't suffer from these effects or something)</p><p></p><p>1. All spells now take (original casting time)x level x level to cast. Which basically means that combat spells of above level 1 are right out unless you're ambushing someone or in a mass battle, and other spells require you to be forewarned of a situation.</p><p></p><p>2. Raw spellcasting is impossible. Noone gets spell slots. Known spells can be used for crafting only. Spellcasting from magical items is still allowed. UMD is no longer a valid skill - take a level of wizard if you want to use magic. I'd also suggest making every magical item (except possibly potions) a spell-trigger item, meaning ONLY spellcasters can use most magic.</p><p></p><p>IOW - that first level wizard has to write scrolls to cast spells. At third he picks up craft wondrous item and makes 1/day or better items. The warrior can't use boots of haste, but he CAN use a +1 sword. This will make most uses of magic specific to wizards or clerics, heavily restricting the commercial use of them. Lower the frequency of spellcasters, and it stops being economically viable to do things via magic.</p><p></p><p>3. Spellcasting causes damage. 1pt of ability damage/level, assigned however the caster wishes among his stats. This is a most severe option and really relegates magic to being a last line of defense. It doesn't really restrict the non-adventuring use of magic however.</p><p></p><p>4. Easy dispelling. Make magic really really easy to counter. Give every spellcaster 'reactive counterspell' and 'improved counterspell' for free and allow counterspelling against permanent and instant spells. Allow counterspelling with a sufficient amount of lower-level magic (ie - 3 1st level spells can counter 1 3rd level spell). If two forces of mages meet, chances are they burn up all their magic to no effect. If a merchant gets a teleport circle built, it's a simple job for a wizard to turn it off. If someone gets turned to stone, the next wizard along can turn them back. This is the approach taken by Godlike (although godlike applies it to supers) - every single super in godlike can identify another super on sight, and suppress their powers, which leads to supers only having an edge against a situation which is entirely non-super.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1423628, member: 5890"] Possibilities (you COULD combine them into one, but I'm not sure what would happen): Variants on all these are things like only applying them to some schools or categories of magic (ie - only spells which cause damage have extra casting time, or abjuration spells don't suffer from these effects or something) 1. All spells now take (original casting time)x level x level to cast. Which basically means that combat spells of above level 1 are right out unless you're ambushing someone or in a mass battle, and other spells require you to be forewarned of a situation. 2. Raw spellcasting is impossible. Noone gets spell slots. Known spells can be used for crafting only. Spellcasting from magical items is still allowed. UMD is no longer a valid skill - take a level of wizard if you want to use magic. I'd also suggest making every magical item (except possibly potions) a spell-trigger item, meaning ONLY spellcasters can use most magic. IOW - that first level wizard has to write scrolls to cast spells. At third he picks up craft wondrous item and makes 1/day or better items. The warrior can't use boots of haste, but he CAN use a +1 sword. This will make most uses of magic specific to wizards or clerics, heavily restricting the commercial use of them. Lower the frequency of spellcasters, and it stops being economically viable to do things via magic. 3. Spellcasting causes damage. 1pt of ability damage/level, assigned however the caster wishes among his stats. This is a most severe option and really relegates magic to being a last line of defense. It doesn't really restrict the non-adventuring use of magic however. 4. Easy dispelling. Make magic really really easy to counter. Give every spellcaster 'reactive counterspell' and 'improved counterspell' for free and allow counterspelling against permanent and instant spells. Allow counterspelling with a sufficient amount of lower-level magic (ie - 3 1st level spells can counter 1 3rd level spell). If two forces of mages meet, chances are they burn up all their magic to no effect. If a merchant gets a teleport circle built, it's a simple job for a wizard to turn it off. If someone gets turned to stone, the next wizard along can turn them back. This is the approach taken by Godlike (although godlike applies it to supers) - every single super in godlike can identify another super on sight, and suppress their powers, which leads to supers only having an edge against a situation which is entirely non-super. [/QUOTE]
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How would you adjust the levels of spells for a "limited magic" world?
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