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Need help reducing campaign's magic intensity
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<blockquote data-quote="bmcdaniel" data-source="post: 15517" data-attributes="member: 1772"><p><strong>Culturally-based magic</strong></p><p></p><p>I stumbled across a very effective means of keeping a low-magic tone to my campaign by making each type of magic specific to a particular culture.</p><p></p><p>In my campaign, there is only one known god, who is closely associated with an ascendant Empire, but these people (more or less) disdain other forms of spellcasting. Clerical magic is both proof of divine approval and a tool of state power. The arcane knowledge to practice wizardry is known only among the older corrupt, but more philosophically "enlightened" peoples. Sorcery, and spontaneous magic in general, is tied to the elves: only elves and half-elves can really be true sorcerers. The (vaguely Celtic) barbarians have picked up a limited form of sorcerery which they incorporate into heroic poetry (bards). There are rumors of other cultures (Dwarves, Horse-nomad barbarians, Orientals, Minotaurs) with other divergent magic systems, but the PCs don't have a clue about their mechanics.</p><p></p><p>Organizing the world this way adds a lot of flavor by making each culture unique (and giving PC spellcasters an automatic background), but also tend to de-emphasize magic, and especially magic items. For example, only among the Imperials do you have to confront the question about the effects of True Ressurection. Also, the Imperials tend to view their magic jealously, so that even healign potions can't be easily purchased.</p><p></p><p>BM</p></blockquote><p></p>
[QUOTE="bmcdaniel, post: 15517, member: 1772"] [b]Culturally-based magic[/b] I stumbled across a very effective means of keeping a low-magic tone to my campaign by making each type of magic specific to a particular culture. In my campaign, there is only one known god, who is closely associated with an ascendant Empire, but these people (more or less) disdain other forms of spellcasting. Clerical magic is both proof of divine approval and a tool of state power. The arcane knowledge to practice wizardry is known only among the older corrupt, but more philosophically "enlightened" peoples. Sorcery, and spontaneous magic in general, is tied to the elves: only elves and half-elves can really be true sorcerers. The (vaguely Celtic) barbarians have picked up a limited form of sorcerery which they incorporate into heroic poetry (bards). There are rumors of other cultures (Dwarves, Horse-nomad barbarians, Orientals, Minotaurs) with other divergent magic systems, but the PCs don't have a clue about their mechanics. Organizing the world this way adds a lot of flavor by making each culture unique (and giving PC spellcasters an automatic background), but also tend to de-emphasize magic, and especially magic items. For example, only among the Imperials do you have to confront the question about the effects of True Ressurection. Also, the Imperials tend to view their magic jealously, so that even healign potions can't be easily purchased. BM [/QUOTE]
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