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<blockquote data-quote="Imret" data-source="post: 2730082" data-attributes="member: 991"><p>Depending on your metaphysical laws, one or more of the following might work.</p><p></p><p>Characters must purchase a feat to be capable of casting spells. If you want to limit it even further, give it prereqs that require a certain level...base Will save +3 or better, for example. Possibly a chain of spellcasting feats for spells up to 3rd/6th/9th level spells.</p><p></p><p>Spellcasters must multiclass - no more than half their levels any one spellcasting class, or even no more than half their levels in spellcasting classes, total. There would still be casters, but nobody has higher than 5th level spells.</p><p></p><p>Spellcasting results in the accumulation of Taint (similar to the OA/UA concept); say, 1 point per spell level if the caster fails a Will save, or upon casting a spell if you want it much rarer. A mortal body can only absorb so much Taint before collapsing under the otherworldly strain, of course - the accumulation of heavy Taint leads to madness, mutation, and death. Magic under this variant is at best alien and its practitioners viewed with suspicion, at worst a power from the deepest Hells that destroys those who would dabble in it if the Church doesn't get them first.</p><p></p><p>For every two levels a character takes in a spell-casting class, he loses a point from any of his attributes other than his primary spellcasting attribute. Magic under this variant is addictive and corrupting, causing any dedicated spellcaster to neglect all other aspects of his life; its practitioners are strange and obsessive, locked in remote towers while they pursue their research. Lichdom could be far more common as more and more casters seek to cheat death in order to learn greater secrets.</p><p></p><p>While not corruptive, spellcasting takes something out of the caster's very essence; each spell costs 10 x (spell level squared) XP.</p></blockquote><p></p>
[QUOTE="Imret, post: 2730082, member: 991"] Depending on your metaphysical laws, one or more of the following might work. Characters must purchase a feat to be capable of casting spells. If you want to limit it even further, give it prereqs that require a certain level...base Will save +3 or better, for example. Possibly a chain of spellcasting feats for spells up to 3rd/6th/9th level spells. Spellcasters must multiclass - no more than half their levels any one spellcasting class, or even no more than half their levels in spellcasting classes, total. There would still be casters, but nobody has higher than 5th level spells. Spellcasting results in the accumulation of Taint (similar to the OA/UA concept); say, 1 point per spell level if the caster fails a Will save, or upon casting a spell if you want it much rarer. A mortal body can only absorb so much Taint before collapsing under the otherworldly strain, of course - the accumulation of heavy Taint leads to madness, mutation, and death. Magic under this variant is at best alien and its practitioners viewed with suspicion, at worst a power from the deepest Hells that destroys those who would dabble in it if the Church doesn't get them first. For every two levels a character takes in a spell-casting class, he loses a point from any of his attributes other than his primary spellcasting attribute. Magic under this variant is addictive and corrupting, causing any dedicated spellcaster to neglect all other aspects of his life; its practitioners are strange and obsessive, locked in remote towers while they pursue their research. Lichdom could be far more common as more and more casters seek to cheat death in order to learn greater secrets. While not corruptive, spellcasting takes something out of the caster's very essence; each spell costs 10 x (spell level squared) XP. [/QUOTE]
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