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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Tell me about your low magic campaign.
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<blockquote data-quote="Insight" data-source="post: 1838036" data-attributes="member: 11437"><p>The game world that my group is using falls under the Low Magic Frequency, High Magic Potency category. Magic Items and Spellcasters are rare, but powerful. This fits in well with the basic tenet of the campaign, that is to say that everything magical should be, well, magical, and not a part of daily life.</p><p></p><p>There are very powerful mages, and some very powerful divine spellcasters as well, but the priests etc tend to have a lot more political power than actual spellcasting ability. </p><p></p><p>As you can imagine, there are multiple priesthoods and the like, though interestingly, all of the 'evil' gods are considered 'dead' and are not a part of the common man's consciousness at all. Basically, they were 'wiped out' by the previous Empire. There are, of course, dark cults dedicated to reinvigorating the worship of these 'evil' deities.</p><p></p><p>On the arcane side, there are two main approaches to spellcasting, which match up with the D&D approach: witches/warlocks (sorcerers) and magi (wizards). Up until the fall of the Empire, witches and warlocks (sorcerers) were not at all common, while the magi reigned supreme. They had Traditions that functioned as clans for the magi (and had other political functions as well). Now, the positions are reversed - the witches and warlocks are far more common than Tradition magi.</p><p></p><p>In terms of items, the ability to create permanent magic items has been lost since the fall of the Empire. Those knowledgeable in the creation of magic items are very rare, and the creation process is a secret. At this time, PCs can create temporary or charge-based items, but not permanent ones. They may at some point learn how this can be done. Right now, the PCs have magic items in their possession, and for the most part, these items are very powerful, but not plentiful in the campaign world.</p></blockquote><p></p>
[QUOTE="Insight, post: 1838036, member: 11437"] The game world that my group is using falls under the Low Magic Frequency, High Magic Potency category. Magic Items and Spellcasters are rare, but powerful. This fits in well with the basic tenet of the campaign, that is to say that everything magical should be, well, magical, and not a part of daily life. There are very powerful mages, and some very powerful divine spellcasters as well, but the priests etc tend to have a lot more political power than actual spellcasting ability. As you can imagine, there are multiple priesthoods and the like, though interestingly, all of the 'evil' gods are considered 'dead' and are not a part of the common man's consciousness at all. Basically, they were 'wiped out' by the previous Empire. There are, of course, dark cults dedicated to reinvigorating the worship of these 'evil' deities. On the arcane side, there are two main approaches to spellcasting, which match up with the D&D approach: witches/warlocks (sorcerers) and magi (wizards). Up until the fall of the Empire, witches and warlocks (sorcerers) were not at all common, while the magi reigned supreme. They had Traditions that functioned as clans for the magi (and had other political functions as well). Now, the positions are reversed - the witches and warlocks are far more common than Tradition magi. In terms of items, the ability to create permanent magic items has been lost since the fall of the Empire. Those knowledgeable in the creation of magic items are very rare, and the creation process is a secret. At this time, PCs can create temporary or charge-based items, but not permanent ones. They may at some point learn how this can be done. Right now, the PCs have magic items in their possession, and for the most part, these items are very powerful, but not plentiful in the campaign world. [/QUOTE]
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