Interesting germ of an idea for a campaign

KahlessNestor

Adventurer
So this idea came to me for a high magic world where the majority of people have some magical ability. Thought I would see what people thought.

Before character creation:

Roll 1d4:

1. You are a Null, cut off from the Weave. Direct magic can't touch you. Good news? You can stand in a fireball and laugh as you stab the wizard through the heart. The wizard can still crush you with a tree using telekinesis though. Bad news? If you take am arrow to the knee, your cleric can't heal you unless he pulls out his healer kit. You cannot choose any class with a spellcasting ability

2. You have some talent in magic. You have the Magic Initiate and Ritual Caster feats. Choose your highest mental stat as your casting stat. You are not restricted to any particular spell list. You may not choose a spellcasting class. This is the limit of your magical aptitude.

3-4: Roll 1d20. This is the number of total levels you may take in spellcasting classes before you hit the limits of your aptitude. You may multiclass out to a non-spellcasting class with no ability restrictions once you hit your aptitude limit. If you choose to multiclass earlier, you must follow normal multiclassing rules. If you choose not to take a spellcasting class, you still receive the benefits of #2, but lose those feats if you do take a spellcasting class. You retain any spells from the feats that match your spellcasting class as part of your spells known and lose the others.

Does that sound interesting?

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Coroc

Hero
So this idea came to me for a high magic world where the majority of people have some magical ability. Thought I would see what people thought.

Before character creation:

Roll 1d4:

1. You are a Null, cut off from the Weave. Direct magic can't touch you. Good news? You can stand in a fireball and laugh as you stab the wizard through the heart. The wizard can still crush you with a tree using telekinesis though. Bad news? If you take am arrow to the knee, your cleric can't heal you unless he pulls out his healer kit. You cannot choose any class with a spellcasting ability

2. You have some talent in magic. You have the Magic Initiate and Ritual Caster feats. Choose your highest mental stat as your casting stat. You are not restricted to any particular spell list. You may not choose a spellcasting class. This is the limit of your magical aptitude.

3-4: Roll 1d20. This is the number of total levels you may take in spellcasting classes before you hit the limits of your aptitude. You may multiclass out to a non-spellcasting class with no ability restrictions once you hit your aptitude limit. If you choose to multiclass earlier, you must follow normal multiclassing rules. If you choose not to take a spellcasting class, you still receive the benefits of #2, but lose those feats if you do take a spellcasting class. You retain any spells from the feats that match your spellcasting class as part of your spells known and lose the others.

Does that sound interesting?

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Sounds interesting, athough might cause problems, 1 is a bit overpowered and vulnerable at the same time.

If the dice fall awkward you get a very onesided party (e.g. 5 people roll a 1, the magicless company? :) )
 

TallIan

Explorer
Certaiy sounds interesting and fun.

I would agree with Coroc though, 1 is pretty awesome and total poo at the same time.

3 & 4 seem to be the duff rolls as you don't really get anything, all the classes are (in theory at least) balanced so you've really just made accessing one type of class dependant on a die roll for no real benifit.

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KahlessNestor

Adventurer
Well, immunity to magic had to be balanced some way lol I would probably institute some thing like everyone automatically has the Healer feat so there can be mundane healing and work up some natural healing rules. Hit points aren't necessarily meat, and there is still spending hit dice. Maybe all Nulls get Second Wind?

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ccs

41st lv DM
You might want to re-word this.
As written you've limited non-spellcasters to playing Barbarians & Monks.
 

Tony Vargas

Legend
You might want to re-word this.
As written you've limited non-spellcasters to playing Barbarians & Monks.
Totem Barbarians use rituals, which are, technically, spells, and Elemental Monks toss spells with ki points.

Wow, don't roll that '1.' ;)

Just adding 'sub-' to the description will take care of it, though, opening up the Berserker, Champion, BM, Thief & Assassin. (In 5e, Ki is technically magic, so Monk should be off the table, too.)
 

I think it is an interesting idea, but I think you can come up with better ideas for effects. I like the first one, but the others seem a bit lack luster.

For example:

* Wild magic - Any spell that directly targets you, has a random effect instead. Any spell that you cast is random as well.
* Empowered - Your spell casting abilities are increased, but so is the effect of spells used against you.
* Empath - You can naturally detect magic, detect individuals with magical powers, and their power level.
* Linked - Your spells are extra powerful when you are directly in contact with a particular element/material.
* Uncontrolled - Whenever someone is struck by your spells, there is a 25% chance the spell also hits another target within 10 ft. of the original target.
* Pulse - Whenever you cast a spell, all creatures adjacent to you take half the damage of the spell as well.
* Blast - Whenever you cast a spell, the struck creature(s) are knocked prone, unless they save.
* Draw - You can only cast spells by drawing energy from a nearby source, but spells of that energy type are extra potent. (fire spells from nearby fire, water spells from a river)
* Marked - Magical energy has left a permanent magical mark on you, that causes a specific type of creatures/monsters to avoid you, unless specifically attacked by you.
* Wellspring - You can sense a very powerful source of magic from miles away, and pinpoint its location. This includes natural magic fissures. You can tap into such fissures to completely heal your wounds.
* Steal - You can also cast the spells of any creature you are currently touching, provided they are of a spell level you can cast, regardless of what class the spells belong to.
* Necrotic - Whenever you slay a living opponent with one of your spells, it rises as a zombie and attacks your enemies. This zombie dies after 3 rounds.
* Drain - Any offensive spell you cast and that deals damage, heals you for 1 hp.
* Suffering - Casting spells or using magical items causes you physical pain.
* Transformation - Whenever you come in contact with magic, cast a spell, or use a magical item, it causes a minor transformation in your own appearance.
* Growth - Flowers bloom and butterflies are attracted to you whenever you invoke magic.
* Resistance - You are immune to one particular school of magic.
* Link - You can cast the same spell that an ally casts during the same round, provided you can cast spells of that level.
* Blessed - You have the ability to transform any of your spells into an equivalent cure wounds spell of the same level.
* Fury - Whenever you recast the same offensive spell during the same battle, you may add an extra damage die each time.
 
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Ath-kethin

Elder Thing
"High magic world where everybody has some magical ability?" You're thinking of Dark Sun. Wait, I'm sorry, that's "psionics," not "magic."

I like your ideas. I don't have an issue with your options layout, but the scarcity of spells in 5e means you will probably we a lot of overlap/duplication in the long run. Probably even in the short run. As long as you are flexible with players' ideas and allow people to riff off your basics, it should be super cool.

A couple of immediate thoughts:

1. Do people have to roll? If I have a great idea for a Null or an Initiate/Ritualist can I just play that?

2. How will magic items interact with the Nulls? Can they use them? Are they subject to their effects? This could have interesting ramifications.

3. Be prepared for some sheistering and minutiae. "I cast levitate on the guard to move her up and out of he way." "Sorry, she's a Null. Your spell doesn't affect her." ". . . Ok, I cast levitate on the gravel under the guard's feet to lift them and her up and out of the way."

It can be cool to have people think outside the box a bit but I don't know how much you've thought about it.

Another source or inspiration, for a literary world that has the same basic idea as yours, is the Darksword trilogy from the mid 80s. If you haven't read it, it's well worth checking out. Its approach may be helpful in setting up your world.
 

KahlessNestor

Adventurer
Yes, that was the intent, sorry. I would rule "Open Hand Monk" ki as semi-non-magical and allow them. But the other disciplines, throwing around spells and the like, probably not.
 

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