Sword of Spirit
Legend
I generally like the way that the 5e DMG simplified the effects of being on most planes to one or two significant things. This is much preferable to all the little +x/-x caster level nonsense of prior editions.
Now, that being said, I sometimes tweak it. For instance, I like using some of the interesting Planescape features such as magical flight not working on the Beastlands, or helping others being required for navigation on Elysium. I also tend to weaken the harshness of the DMG options to better work with a Planescape feel. So all of that "long rest" stuff turns into monthly, and specific towns/sites can completely negate it.
So that's where I'm coming from and the sort of result I'm looking for.
I'm having a problem coming up with something satisfying for the the way proximity to the Spire should affect magic. The charts from previous editions that specified what happened at each of the 9 or 10 rings moving inwards are too fiddly. At the same time, I'm having a hard time coming up with a lower granularity effect(s) that feels right.
Suggestions?
Now, that being said, I sometimes tweak it. For instance, I like using some of the interesting Planescape features such as magical flight not working on the Beastlands, or helping others being required for navigation on Elysium. I also tend to weaken the harshness of the DMG options to better work with a Planescape feel. So all of that "long rest" stuff turns into monthly, and specific towns/sites can completely negate it.
So that's where I'm coming from and the sort of result I'm looking for.
I'm having a problem coming up with something satisfying for the the way proximity to the Spire should affect magic. The charts from previous editions that specified what happened at each of the 9 or 10 rings moving inwards are too fiddly. At the same time, I'm having a hard time coming up with a lower granularity effect(s) that feels right.
Suggestions?