Low Magic setting-several options


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reason said:
S'what's it there for. That and to better illustrate points with examples that would take forever and a day to rewrite here. Concise brevity up front backed up with lots of writing elsewhere, that's the way go.

Reason
Principia Infecta


Well I thought I was being pretty "concise" with my ringing endorsement of Guardians of the Order's "A Game of Thrones." since he mentioned it. It's also a low magic campaign setting like the books.

There's also Midnight I suppose. But didn't sound like he wanted it that "gritty."
 


I would recomend birthright which is rare magic with only around a hundred true human mages. To be a true mage you need a human with a divine bloodline or you need to be an elf. Those without a divine bloodline can be magicians in 2nd ed they could only take spells above 2nd level in illusion and divination. In the third ed conversion they have slower spell progression a bit like a sorcerer but still cast spells like a wizard and to compensate they gain more weapon profissions and skill points as they have to practice at more things to be able to get by. Magic items likewise are very rare in the system.

www.birthright.net
 

I was thinking of a "two-tiered" magic level: low-level casters, as well as the weaker limited-use magic items (potions, scrolls, and, to a far lesser degree, wands/rods) would be moderately common, while high-level casters and big-time magical items would be rare and unique. This would be similar in some ways to 2E AD&D: item-crafting would be an adventure by itself rather than simple feats, skills and rolls, and powerful magical items would each be a great treasure, named and with flavour, rather than a simple tool bought in the city's market. You'd be able to find potions in "magic shops" (selling ingredients, alchemical items and gear, potions and, sometimes scrolls) as well as a variety of scrolls in a Mages' Guild, buy you'll have to work hard to find a seller for that +5 Vorpal Sword.

I do not know how to represent it rules-wise, though.

This was inspired by how magical items were described in various 2E books, especially the High Level Campaigns one.
 

Forgot to mention a few things
1) I have AGOT D20. I'm using those for the ore classes (maybe with modifications from Iron Heroes). And its a great book. I just might buy the printed version, rather then the pdf.
2) I have Elements of Magic (revised). Its the best system I own, so thats probably what i'll use.
3) Alot of the reason I'm asking is for fluff, rather then crunch. Although I have to find a way to incorperate the EoM classes into AGoT


Magic items (as people suggested) will be rare. When armor and weapons are found, hopefully all the players will go "oooooo". I'm debating weather or not to make potions of CLW (and only CLW) an alchemical item. I'm leaning towards no.
 

In a low magic campaign, I think the "weak" magic item should be the items that are more rare.
The more powerful ones are seldom in either kind of campaign, but the weaker items are what makes magic commonplace - everyone (except the average commoner, at least) can buy a scroll or a potion, but even in a high magic campaign, a +5 Longsword of Dragonbane is rare, since only so few people can buy it.

If you limit access to the cheaper items, people begin to focus on a few, single items. Instead of owning Boots of Striding and Springing, Belt of Giant Strength +4, a +1 Full Plate, a +1 Shield, a +3 Battleaxe, 6 Potions of Cure Light Wounds, 2 Potions of Cure Serious Wounds and 4 Potions of Bears Endurance, a Fighter might have only a Full Plate +2 and a Longsword +5. These items are still very powerful, but magic is still less visible.

After a magical cataclysmn, "powerful" magic items can still be found (but not made), while weaker items lost all their power (higher level magical items have better saving throws, after all :) ).

It will probably also be easier to balance encounters (especially with monsters) if characters still have access to usable items according to their wealth, instead of even being underequipped or using a lot of "one-trick" powers (that might either weaken or strengthen the characters in the specific situation beyond anything predictable)
 

I just got A Game of Thrones d20, and it is a fantastic book.

But if you already have a pretty good idea about the majority of your campaign, do not spend money on AGoT just to see how it handles magic. There is far too little about magic to be worth your money.

Basically, if someone wants to use magic then they have to meet some prereqs and then take a feat to know ONE spell. The spells are not listed, you simply make it up when you decide to allow a PC or NPC to use spells.

Again, the book is wonderful, and I highly recommend it. But do not spend your money if your only goal is to see how it handles magic.
 

Eltharon,

What level (and kind/s) of magic do you want your PCs to have? In general or specific terms, it matters not.

I am familiar with AGoT d20 and (to a lesser extent) EoM, but I'm still not sure on this one point. Apologies in advance if I've just not spotted something crucial to figuring this one out. :)


edit --- this also should be followed by ".. and what level (and kind/s) of magic do you want your NPCs etc. to have? In general or. . ." - knowing even to a small degree one and the other would be immensely useful.
 
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Very low. Maybe one character will be able to cast spells. (depending on which magic level I choose)
I might gift a character with a magic item, but its doubtful. Unless I do option 3, where maybe the whole party will have minor magic.

(Note: Party will be 6-7th level)

And as I mentioned, I do own AGOT D20. Its magic system will NOT be used.
 

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