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Low-magic Classes in my Campaign

HarryFlashman

First Post
I have been working on a Low-magic Low-fantasy setting for a few weeks now and several people on the boards have suggested various ideas and books (Darklore PDF, Midnight, Conan, Legends of Excalibur PDF). I thank them all.

For more on the setting I am using:

http://www.enworld.org/forums/showthread.php?t=76186

A few ideas tossed around and plenty of flavour text/in-game stories.

In any case I think I have settled on how to handle spell casters until I can afford a better system. Keep in mind that balance is not as important to me as keeping the spell abilities low but not non-existant. I would prefer them balanced to slightly-under-powered by it is not necessary that they be so.

For Half Casters (Paladins and Rangers)

Rather than having open access to the entire spell list as is the norm Rangers and Paladins either must choose 4, and only 4, spells from each available spell level. They may still cast the normal amount of spells per day with one caveat:

No bonus spells for high ability scores.

Paladin Specifically:
6th Level:
Gain Holy Aura: Works as per the Spell "Divine Favour". This bonus advances as per the spell, once every three Levels and replaces "Remove Disease" ability. This may be bestowed upon the paladinor a target os his/her choice.

Ranger Specifically:
2nd level:
Automatically gain the "Self-Sufficient" feat
3rd level:
Scent of the Abomination: Abominations are powerful monsters that stalk the Hinterlands and Woods of the Taleta Valley. Rangers act as if they have the "Alertness" feat when encountering Abominations

12th level:
Sense Abomination: Works exactly like the spell "Detect Evil" but works only on Abominations and the Ranger must concentrate for two rounds before the power "kicks in"

Divine Spell Caster (Cleric only, the Druid class is unavailable to PCs)

No Direct Damage spells exist.

Rather than freely choosing from the Divine spell list a Cleric gains access to spells as per the "Spells Known" under "Sorceror " rules. These spells are permanently in the Cleric's repetoire and may not be changed.

Clerics do not gain Bonus Spells based upon Ability Scores.

Clerics retain access to their Domain Spells. But...Clerics DO NOT gainthe normal "+1" spell per caster level as indicated on the Cleric Spell Advancement table. They must substitute Spells.

Clerics cast spells spontaneously as per Sorcerors and retain the ability to Spontaenous cast Cure/Cause spells as per the Cleric rules...WITHOUT regard to Alignment.

Of the four Domains open to a Cleric at First level the Cleric may choose two. At 5th and again at 10th level the Cleric gains the Granted power of the other two domains but not the Granted spells.

Wizards and Sorcerors.
Not available to PCs

PCs may choose the Adept (Sage) NPC class with the following restrictions/additions:

Adepts require a Focus (wand, large Gem stone, floppy hat, pointy hat, large engraved staff)

Adepts require a Spell book just as Wizards do.

Adepts choose spells from the Adept spell list as per Wizards with the following addition:

Due to their extensive study the Adept/Sage may choose 4 additional spells on ANY class spell list of each spell level. Atleast one of these spells must be a Diviniation SpellAdepts gain Bonus spells based upon Intelligence, not Wisdom. These spells must be learned/copied as per the normal PHB rules for Wizard spells.

Adepts may use Medium and Light Armours, if they spend a Feat, at only half of the listed spell failure rate.

Adept Skill points are (4 + Int Mod) x4

Adepts gain a +2 to any Knowledge Skill (or a new Knowledge Skill) every 2 Levels.

3rd level:
Sagacity: Equivalent to Bardic Knowledge

Bards

Bards will be replaced with a nonmagic-using class utilizing powers of acting,duplicity, diplomacy, guile, quick wit, and disinformation.

I have yet to think of a title that describes the sort of class I have in mind.
For inspiration I am thinking of House Jongluer from the DUNE prequels, Joachim von Ribbentrop (diplomat for Hitler), Vyacheslav Molotov (Stalin's Diplomat, or more precisely the character Turtledove portrayed in his WorldWar series), Secret agents.

These guys would be to theives as Clerics are to Paladins. They are the 5th column, the spies, the ambassadors, the flim-flam men.
Any ideas?

Edited to fix the Adept/Sage/ class and to address the Bard class
 
Last edited:

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Looks good. Sounds like very low magic, but as this is taylor(sp?) fitted it seems ok.

I might have to steal the "adept" for my campaign.
 

Fixed the Adept/Sage ( highlighted) and addressed the question of Bards.

Comments are welcome.

Oh. Since Rangers do muck about in the Wilderness beyond the aid of each city's military, would it be suitable to award them, say, a D12 for HD?
 

Some ideas I am thinking about for the Emissary Class (working class name for Bards on my "Outer Darkness" compaign).

The Below are gained at first level and second level, then every 2 levels following. They may be chosen in any order.

Gain the Decietful Feat for free

Gain the Investigator Feat for free

Gain the Negotiator Feat for Free

Gain the Persuasive Feat for free


The Intimidate Skill is a Class Skill.

The Emmissary gains all normal Bard abilities ( Supernatural or Spell like) other than actual spell-casting and Bardic Knowledge. All abilities are considered Supernatural (they do not incure AoO).

Bardic Knowledge is replaced with Recall:
Recall works much like an eidetic memory ( photographic memory). An Emissary is able to put information to memory and recall it nearly instantaneously and always perfectly (as to whether the information is then reinterpreted by the Emissary is questionable). This makes them perfect couriers and perfect spies. This is a Spell-like ability both when memorizing and when relating the information.


At Tenth Level:

Greater Recall: By this time the Emmissary has heard so much information he is virtual font of knowledge. This works exactly as the Bard Ability: Bardic Knowledge except the Bonus to the DC roll is equal to half of his level plus his Intelligence modifier.
 


Some domain powers are balanced high, to make up for poor spell selections.

Thus, giving the bonus powers, but not the bonus spells, will likely lead to players finding out which domains have the best domain powers at the expense of spells.

Some domains have spells that are balanced high, to make up for poor domain powers.

Thus, by making domain spells part of the normal complement of spells (rather than, say, allowing one cast per level of domain spells, but from the normal number of spell slots), you could be allowing more powerful spells at too early a level. For instance, a domain spell list might include a 4th-level arcane spell at 3rd level, because the domain power is really weak. By allowing the cleric to cast the domain spells as normal spells, you're powering up those clerics that pick the correct domains.
 

Heretic, thankyou for your comments.

I realize that many of the Domain spells to afford power greater than the caster level would normally give. To address this I am cutting all Direct Damage Spells from the lists allowed to Clerics. The way I see Clerics functioning in a low Magic Campaign is through Granted Powers as signs of faith along with a small coterie of spells that serve to aid their followers rather than directly damage the flock's enemies.

By limiting their powers in the way described I thought it only fitting that they could choose some of the more powerful Granted Powers or Granted Spells from Domains. I very much appreciate your comments and it has got me thinking that I should run through the listing of Domain spells and replace direct damage spells with other spells.

Next Up. Specialist Classes as Prestige Classes.
 

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