I’m working on converting a one shot from another RPG. Magic in this world seems to be rare based on the PHB. PCs can only follow one of three paths: 1. Dark Magic 2. Light Magic 3. Neutral Magic.
Its a Swedish RPG, so the Magic appears to be Earth magic with “magic hotspots” located around the world, along with dead zones. There’s no academy’s of Magic, nor are their guilds or factions who work together. Wizards study on their own through trial and error to master their craft.
I realize I could just ignore this magic system and use D&D’s, but it feels wrong somehow to completely overlook it, because it seems like the lack of magic everywhere contributes to the embodiment of the world.
I plan on running the adventure via PBP on here and was thinking I could only allow the spells from Elemental Evil, because it’s free to use those. But, is that too limiting? Would players be annoyed, or would it cause them to many mechanical issues?
I feel like there's a few ways you could go with this. Some of them kinda depend on what level you're planning on running the adventure at. Limiting to only Elemental Evil spells is going to make things rough as I don't think there's many (if any) healing spells in there. I would say your best best bet would be to limit spell levels--so nothing above say 2nd level works unless you're in a hotspot. Likewise, only cantrips (or nothing) works in a dead zone. If you're going to make it so that nothing works in a dead zone, definitely be upfront about that--some classes can't do jackshit in combat if they can't cast.
Alternatively or concurrently, you could limit the class selection. I would be inclined to say that maybe warlock or sorcerers aren't a thing on this world as it seems like the potential for innate magical ability would be low. On the flipside, maybe most of the magic is druidic magic so Druids or Rangers might be the primary magic users. Again, something you'd want to be upfront about. Or maybe only certain schools of magic work--you said that the primary magic is Earth magic, so maybe that means no divination, illusion, or necromancy spells.
I think it could work, though I think Elemental Evil spells would be too limiting due to the lack of healing spells and other "classic" D&D spells. I'll be interested to hear what you decide.
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Harry Hoblin, the happy goblin, doin' all of the goblin things
He likes murder, loot, and pillage; he's doin' all of the goblin things
He'll eat your puppies and your babies; he's doin' all of the goblin things
Thanks for your reply @TheIsleWych it was very helpful and good food for thought. I’m going to review the spell lists for each class and then each school of magic. I think I’m leaving towards those two options, plus no magic in dead zones (that just makes sense since). I’ll let you know what I come up with!
How about imposing an effective slot level for spell slots, standard -2, high magic cast as standard rules, dead zones -5 effective slot level, so in order to pop off a couple of cantrips in a dead area you would need to have a couple of 5th level slots, a 2nd level slot would be required to cast a cantrip in standard magic zones and in high magic zones you could be popping off spells left right and center,
And combine that with class availability restrictions, you might want to increase wizard hp a bit though, otherwise no one is going to be one
Though you could give them extra tool proficiencies for making non magical healing brews and whatnot
Sorry for the delay, still have more reading/refining to do but here’s where I’m at:
Race Limitations:
Only races from the basic rules exist in this world. Additionally, there are no Dragonborn, Half-Orc, or Tiefling.
Class Limitations:
Magic comes from faith and learning. There are no sorcerers, or warlocks.
Magic Limitations:
Magic is a rare thing. It is outlawed in some parts of the world. There are also dead zones where magic doesn’t work at all and zones where magic is amplified. In amplified zones, your spells effects are increased to the next level.
Example 1: A level 1 character casting the cantrip “Sacred Flame” in an amplified zone gets to use “2d8” as if they were a 5th level PC.
Example 2: A 1st level PC casting “Guiding Bolt” using a 1st level spell slot in a amplified zone gets to cast the spell at 2nd level for free, dealing “5d6” instead of “4d6” damage.
Thanks for everyone’s input and thoughts they were very helpful.
I’m working on converting a one shot from another RPG. Magic in this world seems to be rare based on the PHB. PCs can only follow one of three paths: 1. Dark Magic 2. Light Magic 3. Neutral Magic.
Its a Swedish RPG, so the Magic appears to be Earth magic with “magic hotspots” located around the world, along with dead zones. There’s no academy’s of Magic, nor are their guilds or factions who work together. Wizards study on their own through trial and error to master their craft.
I realize I could just ignore this magic system and use D&D’s, but it feels wrong somehow to completely overlook it, because it seems like the lack of magic everywhere contributes to the embodiment of the world.
I plan on running the adventure via PBP on here and was thinking I could only allow the spells from Elemental Evil, because it’s free to use those. But, is that too limiting? Would players be annoyed, or would it cause them to many mechanical issues?
I feel like there's a few ways you could go with this. Some of them kinda depend on what level you're planning on running the adventure at. Limiting to only Elemental Evil spells is going to make things rough as I don't think there's many (if any) healing spells in there. I would say your best best bet would be to limit spell levels--so nothing above say 2nd level works unless you're in a hotspot. Likewise, only cantrips (or nothing) works in a dead zone. If you're going to make it so that nothing works in a dead zone, definitely be upfront about that--some classes can't do jackshit in combat if they can't cast.
Alternatively or concurrently, you could limit the class selection. I would be inclined to say that maybe warlock or sorcerers aren't a thing on this world as it seems like the potential for innate magical ability would be low. On the flipside, maybe most of the magic is druidic magic so Druids or Rangers might be the primary magic users. Again, something you'd want to be upfront about. Or maybe only certain schools of magic work--you said that the primary magic is Earth magic, so maybe that means no divination, illusion, or necromancy spells.
I think it could work, though I think Elemental Evil spells would be too limiting due to the lack of healing spells and other "classic" D&D spells. I'll be interested to hear what you decide.
Harry Hoblin, the happy goblin, doin' all of the goblin things
He likes murder, loot, and pillage; he's doin' all of the goblin things
He'll eat your puppies and your babies; he's doin' all of the goblin things
Thanks for your reply @TheIsleWych it was very helpful and good food for thought. I’m going to review the spell lists for each class and then each school of magic. I think I’m leaving towards those two options, plus no magic in dead zones (that just makes sense since). I’ll let you know what I come up with!
How about imposing an effective slot level for spell slots, standard -2, high magic cast as standard rules, dead zones -5 effective slot level, so in order to pop off a couple of cantrips in a dead area you would need to have a couple of 5th level slots, a 2nd level slot would be required to cast a cantrip in standard magic zones and in high magic zones you could be popping off spells left right and center,
And combine that with class availability restrictions, you might want to increase wizard hp a bit though, otherwise no one is going to be one
Though you could give them extra tool proficiencies for making non magical healing brews and whatnot
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
That’s not a bad idea either. But, I think it might be harder to track in the app? Hmm
Sorry for the delay, still have more reading/refining to do but here’s where I’m at:
Race Limitations:
Only races from the basic rules exist in this world. Additionally, there are no Dragonborn, Half-Orc, or Tiefling.
Class Limitations:
Magic comes from faith and learning. There are no sorcerers, or warlocks.
Magic Limitations:
Magic is a rare thing. It is outlawed in some parts of the world. There are also dead zones where magic doesn’t work at all and zones where magic is amplified. In amplified zones, your spells effects are increased to the next level.
Example 1: A level 1 character casting the cantrip “Sacred Flame” in an amplified zone gets to use “2d8” as if they were a 5th level PC.
Example 2: A 1st level PC casting “Guiding Bolt” using a 1st level spell slot in a amplified zone gets to cast the spell at 2nd level for free, dealing “5d6” instead of “4d6” damage.
Thanks for everyone’s input and thoughts they were very helpful.