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Low-Magic: spell progression and magic traditions (longish)
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<blockquote data-quote="GlassJaw" data-source="post: 1747120" data-attributes="member: 22103"><p>I'm working on a low-magic campaign right now and I'm using Grim Tales for most of the mechanics but I want to expand the casting rules a bit. Overall, the campaign is sort of a Conan meets Cthulhu meets Mad Max.</p><p></p><p>I plan to have three types of magic based on each of the mental attributes:</p><p></p><p>Int: Uses formulas and equations to manipulate magic. Can only be learned from books and tomes or taught by someone else. Most of this magic is destructive or affects matter.</p><p></p><p>Wis: A druidic/shamanistic path that uses the elements and nature spirits to invoke magic. Different tribes have different methods and styles. This type of magic deals with animals and the elements.</p><p></p><p>Cha: Uses the individual's inner strength to create magical affects. This technique cannot be learned. Most of this magic deals with enchantments or healing.</p><p></p><p>Each tradition will require a feat to learn (although they may not be available to all characters). Int magic requires the character to learn a spell on their own (using the GT rules). Only members of a tribe can learn Wis magic (and probably have to complete some sort of ritual as well). For Cha-magic, I'm considering having each player roll some kind of percentile check during character creation to see if their character has the innate talent required. They then can take the feat if they choose to.</p><p></p><p>I also don't plan on making any spells list although their will be general guidelines (as described above). I want each caster in the campaign world to be very unique and have their own style.</p><p></p><p>My main "dilemna" right now is figuring out how magic-sensitive characters will learn more spells. I don't want any spells known or spells per day charts (casting spells may result in some kind of damage, either non-lethal, lethal, or ability). There are also no bonus spells for high ability scores. For Int-based magic, it's easy enough: the player just has to find more written spells and learn them or find someone willing to teach them (unlikely early on).</p><p></p><p>For "non-written" spells, it's a bit more difficult. I'm just looking for ideas on mechanics so Wis and Cha-based casters can learn more spells. I was thinking about creating additional talent trees but it seems unfair that the Int-based casters don't need to spend talent slots to learn more. The argument to that though is that anyone can learn Int-based magic on their own. They don't have to be a member of a certain tribe or have an innate talent.</p><p></p><p>Another idea I had was granting a new spell each level the player takes in the appropriate class (Dedicated Hero for Wis, Charismatic Hero for Cha) and set some kind of level limit on the spell level they can learn (like class level/2 or something). Thsi way, a character who takes all 20 levels in a class will have 20 spells (does this seem like too many?). I can then allow players to use their talent slots if they want additional spells. The argument to this is the Int-based caster gains no advantage by taking the Smart Hero class.</p><p></p><p>Any thoughts here? Am I on the right track? This is my first shot at a low-magic spell system.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1747120, member: 22103"] I'm working on a low-magic campaign right now and I'm using Grim Tales for most of the mechanics but I want to expand the casting rules a bit. Overall, the campaign is sort of a Conan meets Cthulhu meets Mad Max. I plan to have three types of magic based on each of the mental attributes: Int: Uses formulas and equations to manipulate magic. Can only be learned from books and tomes or taught by someone else. Most of this magic is destructive or affects matter. Wis: A druidic/shamanistic path that uses the elements and nature spirits to invoke magic. Different tribes have different methods and styles. This type of magic deals with animals and the elements. Cha: Uses the individual's inner strength to create magical affects. This technique cannot be learned. Most of this magic deals with enchantments or healing. Each tradition will require a feat to learn (although they may not be available to all characters). Int magic requires the character to learn a spell on their own (using the GT rules). Only members of a tribe can learn Wis magic (and probably have to complete some sort of ritual as well). For Cha-magic, I'm considering having each player roll some kind of percentile check during character creation to see if their character has the innate talent required. They then can take the feat if they choose to. I also don't plan on making any spells list although their will be general guidelines (as described above). I want each caster in the campaign world to be very unique and have their own style. My main "dilemna" right now is figuring out how magic-sensitive characters will learn more spells. I don't want any spells known or spells per day charts (casting spells may result in some kind of damage, either non-lethal, lethal, or ability). There are also no bonus spells for high ability scores. For Int-based magic, it's easy enough: the player just has to find more written spells and learn them or find someone willing to teach them (unlikely early on). For "non-written" spells, it's a bit more difficult. I'm just looking for ideas on mechanics so Wis and Cha-based casters can learn more spells. I was thinking about creating additional talent trees but it seems unfair that the Int-based casters don't need to spend talent slots to learn more. The argument to that though is that anyone can learn Int-based magic on their own. They don't have to be a member of a certain tribe or have an innate talent. Another idea I had was granting a new spell each level the player takes in the appropriate class (Dedicated Hero for Wis, Charismatic Hero for Cha) and set some kind of level limit on the spell level they can learn (like class level/2 or something). Thsi way, a character who takes all 20 levels in a class will have 20 spells (does this seem like too many?). I can then allow players to use their talent slots if they want additional spells. The argument to this is the Int-based caster gains no advantage by taking the Smart Hero class. Any thoughts here? Am I on the right track? This is my first shot at a low-magic spell system. [/QUOTE]
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