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Smallest rule, biggest change: Magic Edition

Ry

Explorer
Most of the settings I see have magic with the same feel as D&D - wizards who have familiars and need spellbooks, etc. For game design reasons, I want to keep the rules as close to core as I can, but for world design reasons I'd like to do something different.

How much can you change how magic "feels" with the smallest rules change possible?
 

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The duration of all spells is the maximum duration. For those that last more than one round, you must concentrate or else the spell ends.

For a magic item to be created (other than one-use things like scrolls), a spellcaster must die.
 


Remove the divide between arcane and divine magic, and allow people to learn "off list" spells, perhaps as a feat, or as a higher level spell.

or

Replace all caster level checks and related checks with Spellcraft checks.
 


rycanada said:
How much can you change how magic "feels" with the smallest rules change possible?

No rule changes at all - change descriptions for all spells and/or provide each caster with Thematic Casting as a free feat.
 

Only the few and special can actually use magic. To be a cleric or wizard they must start that class at 1st level (or have a feat of "magic-user" showing the potential but no actual training which would allow multi-classing later, might also come with a 0 level spell or two).

Knowing Arcane or divine magic prevents learning the other. Perhaps only one class with a spell list is allowed per character.
 



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