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Low Magic: Alternatives to "every other" spellcasting levels?
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<blockquote data-quote="Silveras" data-source="post: 1441202" data-attributes="member: 6271"><p>A lot depends on how you mean "low magic". There are three meanings, depending on who is speaking: "magic is rare but potent" , "magic is common but weak", and "magic is rare and weak". </p><p></p><p><strong>Magic is rare but potent</strong></p><p>With this option, it is generally Ok to leave the classes as they are. </p><p></p><p>You may want to add training rules, which will have the hardest impact on spellcasters -- who will have a hard time finding trainers, because magic is rare. </p><p></p><p>Reduce the amount of magic given out as treasure. The PCs must rely more on mundane equipment, or take the time to make their own magic items. </p><p></p><p>Reduce the level of spellcaster resident NPCs in cities & towns. </p><p></p><p>Move the more problematic Cleric spells to be available as Domain spells only. </p><p></p><p><strong>Magic is common but weak</strong></p><p>With this option, you will probably want to tinker more with the classes. </p><p></p><p>Adjust the spell progressions to top out earlier, at say 6th level, with slightly more lower level spells. </p><p></p><p>Using a variant of a variant, adopt the Magic Effect Rating from Unearthed Arcana. However, true spellcasters add 3/4 "caster effect" per level, partial 1/2, and non-casters 1/4. </p><p></p><p>Adopt a variant of the Corrupt/Sanctified spells. Casting a spell does ability damage to the caster, unless the caster uses a long ritual. </p><p></p><p>Adopt the Incantations from Unearthed Arcana/D20 Modern, and replace spells with them. In this variant, there are NO true spellcasters, but the "spellcasters" know a number of Incantations instead of true spells. </p><p></p><p><strong>Magic is rare and weak</strong></p><p>Mix one or more from the prior lists. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Personally, I prefer a "Magic is rare but potent" style.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1441202, member: 6271"] A lot depends on how you mean "low magic". There are three meanings, depending on who is speaking: "magic is rare but potent" , "magic is common but weak", and "magic is rare and weak". [B]Magic is rare but potent[/B] With this option, it is generally Ok to leave the classes as they are. You may want to add training rules, which will have the hardest impact on spellcasters -- who will have a hard time finding trainers, because magic is rare. Reduce the amount of magic given out as treasure. The PCs must rely more on mundane equipment, or take the time to make their own magic items. Reduce the level of spellcaster resident NPCs in cities & towns. Move the more problematic Cleric spells to be available as Domain spells only. [B]Magic is common but weak[/B] With this option, you will probably want to tinker more with the classes. Adjust the spell progressions to top out earlier, at say 6th level, with slightly more lower level spells. Using a variant of a variant, adopt the Magic Effect Rating from Unearthed Arcana. However, true spellcasters add 3/4 "caster effect" per level, partial 1/2, and non-casters 1/4. Adopt a variant of the Corrupt/Sanctified spells. Casting a spell does ability damage to the caster, unless the caster uses a long ritual. Adopt the Incantations from Unearthed Arcana/D20 Modern, and replace spells with them. In this variant, there are NO true spellcasters, but the "spellcasters" know a number of Incantations instead of true spells. [B]Magic is rare and weak[/B] Mix one or more from the prior lists. :) Personally, I prefer a "Magic is rare but potent" style. [/QUOTE]
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