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Northern Crown?
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<blockquote data-quote="dougmander" data-source="post: 2568989" data-attributes="member: 14375"><p>Natural philosophers can create some pretty flashy effects, too, including <em>lightning bolt, wall of ice,</em> and <em>stinking cloud</em>. And druids might have to go, too. Witches you might be able to leave in, since their magic tends to be less flashy. </p><p></p><p>I guess it all depends on whether your players would be happy playing in a low-magic game. What if magic still existed in your campaign, but worked Conan-style, with terrible physical and spiritual risks for those who used it? There would still be wizards and sorcerers, but they would be rare, and the amount of magic they could employ per encounter would be limited. Maybe you could take the Northern Crown setting information and adapt it to <em>Grim Tales</em>?</p></blockquote><p></p>
[QUOTE="dougmander, post: 2568989, member: 14375"] Natural philosophers can create some pretty flashy effects, too, including [i]lightning bolt, wall of ice,[/i] and [i]stinking cloud[/i]. And druids might have to go, too. Witches you might be able to leave in, since their magic tends to be less flashy. I guess it all depends on whether your players would be happy playing in a low-magic game. What if magic still existed in your campaign, but worked Conan-style, with terrible physical and spiritual risks for those who used it? There would still be wizards and sorcerers, but they would be rare, and the amount of magic they could employ per encounter would be limited. Maybe you could take the Northern Crown setting information and adapt it to [i]Grim Tales[/i]? [/QUOTE]
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