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Low magic vs. magic as a plot device
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<blockquote data-quote="Gothmog" data-source="post: 1536530" data-attributes="member: 317"><p>I also use it as something between a plot device and tool. D&D magic is far too structured, predictable, and scientifically defined to feel anything like "magic" to me. I have done a few things in my campaign to return the "magical" feel to magic.</p><p></p><p>- I use incantations as per Unearthed Arcana.</p><p>- Spells 6th level and above are ritual spells that take at least 10 minutes to cast, and often days.</p><p>- All spellcasting requires a Spellcraft roll with a DC of 10 + 2(spell level +1). If the roll succeeds, the spell works as normal. If the spell fails bu 1-5, the spell works, but with unintended consequences. If it fails by 6 or more, the spell fails, and it if fails by 10 or more or if a natural 1 is rolled, there is a spell disaster.</p><p>- D&D doesn't reflect the mythic and literary themes of "forbidden knowledge". What I do is require a Will save any time a spell that could be considered forbidden knowledge is cast. These spells include such things as animate dead, enervation, dominate person, wish - basically spells that disrupt the natural order or forcibly compel someone against their will (the classic definition of black magic). The DC of the will save is equal to 10 + 2(spell level) + number of previous failed forbidden knowledge saves (which I call corruption points). Success means the spellcaster gets away with casting the spell this time. Failure means rolling on a table that has temporary or permanent consequences such as developing a phobia, physical alteration, ability score damage, or serious insanity. However, the more corruption points the caster accumulates, the more potent his forbidden knowledge spells become (every 2 corruption points add one effective caster level). This pretty much insures only desperate PCs or villains use this kind of magic, which is more in tune with legends.</p><p>- For magic item creation and many spells, I require specific material components to be used. Many of the D&D spell components are rather silly (5000 gp of diamond dust anyone?), so I swap out the huge monetary components with exceedingly rare ones (in the raise dead example, I might require the fingerbone of a saint or other holy relic of the cleric's religion who is casting raise dead). These items are never for sale, and require the PCs to specifically find components they will need for spellcasting or magic item creation.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1536530, member: 317"] I also use it as something between a plot device and tool. D&D magic is far too structured, predictable, and scientifically defined to feel anything like "magic" to me. I have done a few things in my campaign to return the "magical" feel to magic. - I use incantations as per Unearthed Arcana. - Spells 6th level and above are ritual spells that take at least 10 minutes to cast, and often days. - All spellcasting requires a Spellcraft roll with a DC of 10 + 2(spell level +1). If the roll succeeds, the spell works as normal. If the spell fails bu 1-5, the spell works, but with unintended consequences. If it fails by 6 or more, the spell fails, and it if fails by 10 or more or if a natural 1 is rolled, there is a spell disaster. - D&D doesn't reflect the mythic and literary themes of "forbidden knowledge". What I do is require a Will save any time a spell that could be considered forbidden knowledge is cast. These spells include such things as animate dead, enervation, dominate person, wish - basically spells that disrupt the natural order or forcibly compel someone against their will (the classic definition of black magic). The DC of the will save is equal to 10 + 2(spell level) + number of previous failed forbidden knowledge saves (which I call corruption points). Success means the spellcaster gets away with casting the spell this time. Failure means rolling on a table that has temporary or permanent consequences such as developing a phobia, physical alteration, ability score damage, or serious insanity. However, the more corruption points the caster accumulates, the more potent his forbidden knowledge spells become (every 2 corruption points add one effective caster level). This pretty much insures only desperate PCs or villains use this kind of magic, which is more in tune with legends. - For magic item creation and many spells, I require specific material components to be used. Many of the D&D spell components are rather silly (5000 gp of diamond dust anyone?), so I swap out the huge monetary components with exceedingly rare ones (in the raise dead example, I might require the fingerbone of a saint or other holy relic of the cleric's religion who is casting raise dead). These items are never for sale, and require the PCs to specifically find components they will need for spellcasting or magic item creation. [/QUOTE]
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