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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What makes a high or low magic campaign?
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<blockquote data-quote="irdeggman" data-source="post: 2525612" data-attributes="member: 16285"><p>There are a couple of ways of interpreting high and lowmagic.</p><p></p><p>One pertains to magic in general. Basically there are fewer spellcaster types at all.</p><p></p><p>The other pertains to magic items. This is general what is referred to as low/high magic campaigns.</p><p></p><p>The two are different and that needs to be kept in mind.</p><p></p><p>Examples of campaigns with one theme or another:</p><p></p><p>Birthright. Portrayed as low magic. But what this really translated to was low magicitem availability. There were restrictions on all spellcasters. Elves couldn't be clerics and non-elves ahd to have bloodlines (a rarity for non-PCs/heroic characters) in order to access anything but Illusion and Divination magics (well other than 1st or 2nd level spells).</p><p></p><p>Dark Sun. Also special magic rules. Arcane castes were generally hated and peceived as causing the blight that occured tothe world. Hence the keep to themselves and survive off of secrecy. This made access to spell components and spells rarer. Now to make up for that the setting was rich in psionics (in fact most of the 2nd ed psionic rules were from the Dark Sun setting).</p><p></p><p>Forgotten Realms. This is without a doubt a very high magic settting. Magic shops abound and spellcasters are everywhere.</p><p></p><p>Now Complete Warrior has some pretty good ways of imposing "limits" on magic items in order to give a setting that "low magic" feel. Basically increasing the cost of creating magic items (measured in gp) by 100% to 300% will automatically place a limit on them. This occurs by notonly having tospend more gp to create magic items but the expcosts aredirectly related to the gp cost so creating higher powered magic items will keep the levels of the spellcasters down.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 2525612, member: 16285"] There are a couple of ways of interpreting high and lowmagic. One pertains to magic in general. Basically there are fewer spellcaster types at all. The other pertains to magic items. This is general what is referred to as low/high magic campaigns. The two are different and that needs to be kept in mind. Examples of campaigns with one theme or another: Birthright. Portrayed as low magic. But what this really translated to was low magicitem availability. There were restrictions on all spellcasters. Elves couldn't be clerics and non-elves ahd to have bloodlines (a rarity for non-PCs/heroic characters) in order to access anything but Illusion and Divination magics (well other than 1st or 2nd level spells). Dark Sun. Also special magic rules. Arcane castes were generally hated and peceived as causing the blight that occured tothe world. Hence the keep to themselves and survive off of secrecy. This made access to spell components and spells rarer. Now to make up for that the setting was rich in psionics (in fact most of the 2nd ed psionic rules were from the Dark Sun setting). Forgotten Realms. This is without a doubt a very high magic settting. Magic shops abound and spellcasters are everywhere. Now Complete Warrior has some pretty good ways of imposing "limits" on magic items in order to give a setting that "low magic" feel. Basically increasing the cost of creating magic items (measured in gp) by 100% to 300% will automatically place a limit on them. This occurs by notonly having tospend more gp to create magic items but the expcosts aredirectly related to the gp cost so creating higher powered magic items will keep the levels of the spellcasters down. [/QUOTE]
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What makes a high or low magic campaign?
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