Low-magic settings and Core mechanics

sorry about the double post...left the turning undead details out...


NAME: DEACON

HD: d4.
Saves: poor Fort, poor Ref, good Will
BAB As Wizard

Class Skills: Concentration, craft, diplomacy, heal, knowledge (all), Profession, spellcraft

Skillpoints at 1st level: (4 + Int Modifier)x4
Skillpoints at each additional level: 4 + Int Modifier

Abilities:

1st LEVEL: Spells.

A deacon casts divine spells, which are drawn from an indvidualized spell list (see below). The deacon prepares his/her spells in advance exactly as a cleric does. Spells per day are exactly identical to the adept class in the DMG. A deacon cannot spontaneously convert his/her spells to cure/cause spells.

Deacons have highly restricted spell lists. They may choose one domain as their primary domain. These domain spells are not bonus spells, but instead added to their class list. A Deacon may also choose one additional spell from the general cleric list for the highest level spell he/she may cast, this spell is also added to the list. For each additional spell level known, the deacon may add an additional spell to the list (i.e. two additional spells for the 2nd highest spell level known, etc).

So, as an example. A 1st level deacon has a spell list consisting of 2 1st level spells (the domain spell and one additional general spell), and 2 0 level spells (no domain spell + 2 additional spells), while a 9th level deacon has a spell list of 5/4/3/2 for levels 1-3.

2nd LEVEL: Turn undead. Deacons turn undead as clerics of one half their class level.

PC PLAYABLE VARIANTS: For a low-magic PC playable divine caster...try the following changes to the class above.

1) up the HD to d6.
2) add a second primary domain
3) one of the primary domains becomes a 'specialized' domain...the deacon can cast spells from that domain as if they were one level lower than normal
4) double the number of spells on the deacon spell listfor every level.
5) use full class levels for turning undead.

just another low magic variant among the masses...
 

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Been tinkering with the system Im writing and seems to be a bit more of a hassle then I originally thought. Might scrap it. :( I've been thinking of having only spell levels of 0-6, with those of 7+ as ritual/incantation-like spells. I still want to have the idea of Spell Chains.

Hey Xythlord, you wouldn't mind sending Ken Hood stuff over my way wold you? Emails Animekidd@aol.com
 

Drawing on some things from UA, perhaps the following rules might suffice to create a "low magic" feel for one's DnD game.

1. Use the spell point system, but *with* the vitalizing option (which causes spellcasters to be fatigued when they use up 50 percent of their spell points, and exhausted when they use up 75 percent of their spell points).
2. Use the "slower magical healing" variant (cure wounds spells transform actual damage into subdual damage -- not a huge change, but makes healing spells less instantaneous).
3. Treat some/most high level (7+) spells as incantations (rituals with long casting times, expensive components, high DC rolls, and potentially dangerous consequences if cast unsuccesfully).

Combined with some skillful DM'ing (i.e. ensuring that the party does not face challenges that require lots of magic, etc.), that might be enough.

Alternatively, replace all pure spellcasters (clerics, etc.) with the following variant of the Generic Spellcaster class: give the Spellcaster d6 HD, 6 skill points, simple weapons proficiency, one Domain (as per the Wizard option), and the Bard Spell Progression (this would, I think, be balanced with the Bard, since the Spellcaster would have access to all spells).

:cool: Thoughts?
 
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Why fiddle around? Conan The RPG solves all your problems in one fell swoop! The magic expansion, SCROLLS OF SKELOS, is out March 25th.
 

Iron_Chef said:
Why fiddle around? Conan The RPG solves all your problems in one fell swoop! The magic expansion, SCROLLS OF SKELOS, is out March 25th.
Yes but Conan costs $50 and the first printing is riddled with errors. Grim N Gritty is free as is any sort of tweaking of 3E since you can just use the SRD if you really wanted to.

Hagen
 

Here are a few ways that I modified my campaign to be "low magic":

1) Spellcasters are rare (my current campaign has had 2 NPC spell casters, and I've limited the party to 1 caster at a time)

2) Minor spell caster classes (Pal & Rng) do not get spells (instead they gain bonus feats when they would gain additional spell levels)

3) All Wizards must be specalize, Cleric class is replaced by the Mystic class (which better represents a lone wanderer/crazy prophet then the cleric class)

4) Magic items are almost no-existant, but can be balanced out by having your weapons made from specal materials or by a master smith. Herbalism and Alchemy are more important (as it can be used to create less powerful versions of potions)

5) Everyone gets more skill points and class skills (the wider skill base realy does ofset the loss of magic)

6) Made sure that NPC's react appropreatly to the presnece of magic (either terrified or facinated)

7) kept encounters with magical creatures to a minimum (and only for specific plot purposes)
 

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