Low Magic Settings?


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Midnight magic is somewhat restricted in availability due to eg magic-hunting astiraxes and only Legates are Clerics, but is not a low magic setting; Midnight Channelers as written are far more powerful than D&D Wizards.

Conan's Hyborea is a good non-D&D d20 setting that's low magic by D&D standards. Lankhmar/Nehwon is a good low-magic setting too. Judging by CSIO I'd say the Wilderlands were low magic by 3e standards, they have regular 1e magic level. The Lost City of Barakus mini-campaign is a regular D&D setting & scenario that is much lower powered than standard 3e demographics, mostly because NPC levels are lower - city of 35,000; the two highest level NPCs are Cleric-9 and Wizard-9.
 

S'mon said:
Midnight magic is somewhat restricted in availability due to eg magic-hunting astiraxes and only Legates are Clerics, but is not a low magic setting; Midnight Channelers as written are far more powerful than D&D Wizards.

Maybe at the first few levels, but standard wizards soon outgrow the pitiful amount of spells channelers can cast every day...
 

Dark Legacies. New spellcasting system that requires (tough) skill checks, with a complete spell failure side effect system; 60 new demonic spells; new "Voice of God" mechanic for priests, eliminating "divine magic" altogether; all new races and classes; new non-magical weapon and armor upgrades; new rules for holy and demonic items of power, the latter cursed with various side-effects; simple and effective combat additions to make it more lethal; low-magic encounter guidelines; etc etc. It's also a damn cool and unique setting. ;)
 


Devyn said:
One of the very best is Harn.

I'll third that. There were some pretty solid threads going to make a d20 Modern (Past? Very Past?) conversion. Some good Advanced Classes too, although, my opinion is a little one sided as I wrote most of them.

Thieves' World is also pretty good. Magic healing replaced with converting lethal to nonlethal. Most high level spells take multiple actions to cast. etc.
 

Jürgen Hubert said:
Maybe at the first few levels, but standard wizards soon outgrow the pitiful amount of spells channelers can cast every day...

Well I only played to 6th level, the multiclass Channeler/Wildlander in the group was Flying Invisible & Webbing everything in sight. He could also heal himself and the only reason he couldn't Fireball everything was because the GM nerfed the spell rules to get some semblance of balance. The number of spells he cast was far from pitiful, he would go into CON to get more points if necessary. You don't get 4 encounters/day in Midnight, normally it's one at EL4+ over party level, so no need for 30 spell slots. Also he had nearly as many hp & skill points as a single class Wildlander and nearly the BAB, he was no poor-BAB d4-hd D&D Wizard. IMO the Midnight Channeler rules are ridiculously overpowered; the one time the party met a hostile NPC Channeler we were easily beaten.
 


Low magic can be two things: you can have pseudo-historical low magic, like Hârn or something like that. Real Medieval fantasy. Or you can have a variant of low magic I like to call "scary magic." I think there's actually more scary magic in print than simple low magic these days. Conan, Dark Legacies, Midnight, etc. all qualify, I think, as scary magic.
 

Mark Plemmons said:
Naturally, if you're looking for a lower magic setting, I'm going to mention the Kingdoms of Kalamar. Magic exists, but it's more subtle background magic (in legends, artifacts, and such - no magic shops in every town, no magical streetlights, etc)....

This is the best, most tempting pitch for Kalamar I've ever read (although the name still makes me think of fried squid, which I guess is a hurdle every Kalamar fan has to get over)...

Jason
 

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