D&D 5E rare-magic setting: gaining new spells

GlassJaw

Hero
I've started to do some high-level brainstorming on a low-magic(-ish) campaign setting (more of a rare-magic setting technically). The bulk of the "changes" will be dealt with in the campaign background and fluff: casters will be rare, people are afraid of magic, knowledge to craft magic items has been lost, etc. The magic system and casting mechanic will largely be the same, although I am considering using spell points for the sorcerer, but that's primarily to differentiate from the wizard.

The gist of the setting is that a massive cataclysm hundreds of years ago (maybe a thousand) destroyed most of the population of the world. The continents fractured, weather patterns went out of control, and the sea level rose. Much of the world now is essentially a tropical world consisting of mostly islands.

I do want emphasize the rarity of magic by placing an emphasis on the difficulty of learning new spells. I've listed my thoughts for each spellcasting class below and I'm hoping the hivemind can give some feedback on potential pitfalls I haven't considered yet. Overall, I'm considering something to the effect that spells above level 2 or 3 can't be gained automatically.

Note: I'm not terribly concerned with balance since the world will be tailored to these changes. However, I am very concerned with anything that will be frustrating for a player.

Cleric - In this world, the gods receive power from the worship and deeds performed by their followers. Since most of the population was wiped out, the gods went dormant and were largely forgotten. Some have begun to gain enough power to send visions to mortals, usually in the form of dreams. Those that receive these visions can attempt to become clerics.

To gain new spells, a cleric must discover an ancient temple or relic to their god, perform a deed in their god's name, or convert followers. In other words, do something that gives their god the power to grant them new spells.

Druid - Druids will gain new spells similar to a cleric, except their deeds or discoveries will be related to nature and the elements.

Sorcerer - The cataclysm was caused by magic that tore rifts in the material plane to all of the elemental planes simultaneously. The rifts closed gradually over time but essence of the cataclysm fused with the bloodline of the survivors. After numerous generations, this elemental essence has begun to manifest itself. Essentially, sorcerer are the "mutants" of the world. Sorcerers will have the 4 elemental origins from UA to choose from.

To gain a level of spells, the sorcerer must interact with a source of their elemental power (such as an elemental rift) or perform a feat of magic in a time of duress. Basically, I'd like to emulate new abilities manifesting when the sorcerer is forced to push themselves.

Wizard - Since much of the written magic tradition was destroyed or lost, wizards must learn spells from a teacher or find ancient tomes that contain spells. However, since one of the big strengths of the wizard is being able to choose 2 new spells every level, I feel like this may restrict their versatility too much (and ultimately not fun).

I'm considering some kind of "research" mechanic that allows a wizard to learn a new spell on their own using rules similar to the magic item crafting rules in the DMG (pgs. 127-128) but even that feels restrictive.

However, I do WANT a wizard player to be motivated to seek out new spells. This will be a fairly sandboxy campaign so the quest for new spells should be a big lead for me to flesh out. I also plan to offer ample leads and opportunities for a wizard player to find new spells.

Bard - No idea yet! Maybe something similar to wizard, or they have to seek out a teacher or college? Or perhaps something simple as a natural magical talent that awakens when they learn the oral tradition of their people.

Thoughts? Does this sound interesting at all or am I doing a lot of unnecessary work? Has anyone run a setting with similar take on magic? How did you pull it off?

tl;rd - I'm looking for ways to emulate the difficulty of acquiring/learning new magic in a low/rare-magic setting without making the rules frustrating to players.

Thanks!
 

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Tony Vargas

Legend
Thoughts? Does this sound interesting at all or am I doing a lot of unnecessary work? Has anyone run a setting with similar take on magic? How did you pull it off?
Yes, it sounds interesting, even classic. Old-school D&D often tended the way you're going a bit, with magic being rare and ancient and sought-after.

One thing to consider is that spellcasting being rare in the setting will make any spell that much more valuable & powerful, not just because it's rare in the rare-antique sense, but because anyone you're going to use it against (or for) won't be prepared for it. Offensive and deceptive spells will have no answer, beneficial spells will seem like miracles.

So don't be worried about unduly limiting casters by making spells known harder to acquire, they'll be well worth it!

Edit: and the Sorcerer should be an exception, it should get spells 'normally,' since its' all inborn talent/power,
and I agree that spellpoints make a lot of sense for the Sorcerer, too.
 
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GlassJaw

Hero
So don't be worried about unduly limiting casters by making spells known harder to acquire, they'll be well worth it!

Thanks for the feedback Tony!

Another idea I just had while reading your post is I could trim the spell lists down a bit (primarily the wizard, maybe other classes too) to represent the spells a character can learn "on their own" without needing a teacher or scroll/spellbook. So a spell like clairvoyance could be chosen but fireball or fly would require seeking out a teacher or spellbook.
 

Tony Vargas

Legend
Thanks for the feedback Tony!

Another idea I just had while reading your post is I could trim the spell lists down a bit (primarily the wizard, maybe other classes too) to represent the spells a character can learn "on their own" without needing a teacher or scroll/spellbook. So a spell like clairvoyance could be chosen but fireball or fly would require seeking out a teacher or spellbook.
In 3.0, I ran a campaign where arcane knowledge was fairly rare, NPCs were Adepts, not wizards, and to learn new spells that weren't on the ordinary adept list they'd have to join a secretive order that preserved one of the "Wards of Ancient Lore" and take levels in the 'Ward Initiate" PrC.
The Wards of Lore idea was nicked from Thomas Covenant.

Anyway, the point here is that there could be orders like that in your world that have preserved a fairly specific set of spells. A PC Wizard could have studied with one in his initial training (and thus be indoctrinated into its goals or owe it service or something), so have a few spells to start with, and a few more to 'grow into' as he gets 2nd and third level spells, but all from a very, very limited list. An obviously way to go with that is the arcane Traditions.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
A research mechanic could be as simple as making casters roll for learning new spells randomly.

This represents the results of researching spells from scraps of information gathered as they travel. This scraps could be fragments from a spell book, bardic poetic/music notebooks, a tome of prayers & rituals, or- for casters like sorcerers or psionic types- lessons on how to "unlock inner wellsprings of power."

As such, progress in learning and understanding will not be linear. You might be researching Magic Missile when you experience a breakthrough on learning Sleep because of some random notes in the margins of the parchment.
 
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Ath-kethin

Elder Thing
It really seems like the up coming 5e Talislanta setting might be up your alley, though it looks like that one might limit magic more than you're planning.

It's also worth keeping in mind that PCs are by definition special. Magic in the world is rare, so how did the PC come by its study? We're they apprenticed to a more powerful mage? Did they just find a book of spells and start working on it? Maybe an abandoned case of magic paraphernalia in a crumbling ruin?

In any event, the solution could be as simple as the spellbooks ok or astrolabe or clay tablets or wherever that the mage is carrying. Everything (or a good deal of it anyway) is there, but it's o ly through careful study that the more powerful mysteries can be unlocked.

The game represents gaining new knowledge and capabilities with "levels," in much the same way our current schools measure capability by "grade levels." In-game, the wizard's greater experience and mastery of new spells each level is no different from a kid in school managing to read and understand "Dick and Jane" and then "Charlotte's Web" and then "Harry Potter."

So that's one way to do it, keeping in mind that a "spellbooks" can be anything from a bound tome to an arrangement of beads to a careful arrangement of knots in a strange thread.

Edit: the Talislanta Kickstarter was here: https://www.kickstarter.com/projects/1861515217/talislanta-the-savage-land.

It's over, but you can still read the description, and the book should just be for sale within a few months.
 

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