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Limited magic campaign......has never failed yet!
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<blockquote data-quote="Steel_Wind" data-source="post: 2002903" data-attributes="member: 20741"><p>I would presume that Arcane Magic, like Divine Magic, flows from the gods.</p><p></p><p>The scenario above is very similar to the results of the Chaos War on Krynn, prior to the War of Souls.</p><p></p><p>Magic was not gone, but faded and a shadow of itself. </p><p></p><p>I did something similar to this in a campaign but explained it with a meteor striking the planet.</p><p></p><p>The resultant fallout-dust was highly anti-magical. It settled and was washed away and concentrated, eventually, into rivers and estuaries.</p><p></p><p>The upshot was that rivers, estuaries and irrigated land became highly toxic to magic. The few places it survived were in the wilds and at great sites built upon the conjunctions of lei lines. To move from one zone to another caused nausea in those who were sensitive to magic.</p><p></p><p>It also prevented teleport into or out of any civilized area. Originally, the anti-magic effect had outright slain most of the magical creatures of the world who did not withdraw into a few of the remaining magic zones. (An Underdark like seting is great for this purpose).</p><p></p><p>Over time, magic sensitive people who could resist the great sickness evolved and survived. But even still, they became violently ill when moving back and forth from between power, low power and no power zones.</p><p></p><p>Allowing power in some zones and forbidding it in others allows you to adjust the power level of your party without making anything permanent. This is also a nice adventure design gimmick.</p><p></p><p>Whatever the case or explantion, the reduction in magic makes for a more unique setting, different from previous high powered campaigns and is a nice "fresh start" for many gaming circles.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2002903, member: 20741"] I would presume that Arcane Magic, like Divine Magic, flows from the gods. The scenario above is very similar to the results of the Chaos War on Krynn, prior to the War of Souls. Magic was not gone, but faded and a shadow of itself. I did something similar to this in a campaign but explained it with a meteor striking the planet. The resultant fallout-dust was highly anti-magical. It settled and was washed away and concentrated, eventually, into rivers and estuaries. The upshot was that rivers, estuaries and irrigated land became highly toxic to magic. The few places it survived were in the wilds and at great sites built upon the conjunctions of lei lines. To move from one zone to another caused nausea in those who were sensitive to magic. It also prevented teleport into or out of any civilized area. Originally, the anti-magic effect had outright slain most of the magical creatures of the world who did not withdraw into a few of the remaining magic zones. (An Underdark like seting is great for this purpose). Over time, magic sensitive people who could resist the great sickness evolved and survived. But even still, they became violently ill when moving back and forth from between power, low power and no power zones. Allowing power in some zones and forbidding it in others allows you to adjust the power level of your party without making anything permanent. This is also a nice adventure design gimmick. Whatever the case or explantion, the reduction in magic makes for a more unique setting, different from previous high powered campaigns and is a nice "fresh start" for many gaming circles. [/QUOTE]
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