I'm creating a campaign where the world is divided in parts, and specific magic can only work in specific parts(i.e. in the evocation part, only evocation magic can be used.) In this world, everyone has at least 1 type of magic, usually cantrips, but a rare few have more. Also, certain species exists in certain areas (i.e. orcs in the transmutation, elves in the charming). How would I determine what magic the party can use, and what level? I know I don't want many people to use high level spells, but how high is to high? The campaign is roughly based around the outskirts in the Five Kingdom series by Brandon Mull.
I was working on a similar system each different part of the world has different powers like the Europe area has psi North America has all ect
anyways my recommendations are to try to give each party member a different type of magic then have that character have plot hooks in the area of their magic and for level gates I recommend giving each character rapid power growth in their zone then nerf them in the next area
I've always wanted to do a campaign based on Brandon Mull's worlds. Lyrian can be used as a D&D world fairly easily. The Outskirts is a little harder, as there isn't a map of it. I recommend calling it the Outskirts, or the Outlands, or something like that. If you want to use a system of magic (shaping) that only works in certain regions of the kingdom, you could either make it complete restrictive where it is impossible to use certain magic types in certain areas, or to just make certain magic types extremely rare. Necronum only allows necromancy magic in the books, Zeropolis could be Artificers, Sambria for Conjuration or Transmutation magic, Elloweer for illusion magic, Creon for Dunamancy.
I don't know if I'd go the route of this is banned to all players, and it doesn't work here. If anything, I'd make the restriction be only to NPC's, and the party is special that they can use their magic anywhere. I wouldn't restrict spell level either, because this would severely limit the players progression. If you want, just don't let them level up until you say they can with the Milestone leveling up system.
Eberron serves as a good basis of widespread low magic, so you could pull some inspiration from there. Magewrights from Eberron: Rising from the Last War could be used as NPC's that specialize in certain magic.
Good luck! I hope this helps. If you need any more help, just ask.
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Thank you! When I say they can only use low level spells, I mean that everyone can only use low level spells. The wizards, bards, sorcerers, etc. can use stronger spells as they level up, but the warriors, rouges who aren't arcane tricksters, and barbarians, can only use low level spells.
Thank you! When I say they can only use low level spells, I mean that everyone can only use low level spells. The wizards, bards, sorcerers, etc. can use stronger spells as they level up, but the warriors, rouges who aren't arcane tricksters, and barbarians, can only use low level spells.
Okay, so like eberron yet again. Just give them some wands or other arcane foci, a cantrip or two, and possibly a 1st level spell slot, or something.
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Please check out my homebrew, I would appreciate feedback:
I'm creating a campaign where the world is divided in parts, and specific magic can only work in specific parts(i.e. in the evocation part, only evocation magic can be used.) In this world, everyone has at least 1 type of magic, usually cantrips, but a rare few have more. Also, certain species exists in certain areas (i.e. orcs in the transmutation, elves in the charming). How would I determine what magic the party can use, and what level? I know I don't want many people to use high level spells, but how high is to high? The campaign is roughly based around the outskirts in the Five Kingdom series by Brandon Mull.
I was working on a similar system each different part of the world has different powers like the Europe area has psi North America has all ect
anyways my recommendations are to try to give each party member a different type of magic then have that character have plot hooks in the area of their magic and for level gates I recommend giving each character rapid power growth in their zone then nerf them in the next area
I've always wanted to do a campaign based on Brandon Mull's worlds. Lyrian can be used as a D&D world fairly easily. The Outskirts is a little harder, as there isn't a map of it. I recommend calling it the Outskirts, or the Outlands, or something like that. If you want to use a system of magic (shaping) that only works in certain regions of the kingdom, you could either make it complete restrictive where it is impossible to use certain magic types in certain areas, or to just make certain magic types extremely rare. Necronum only allows necromancy magic in the books, Zeropolis could be Artificers, Sambria for Conjuration or Transmutation magic, Elloweer for illusion magic, Creon for Dunamancy.
I don't know if I'd go the route of this is banned to all players, and it doesn't work here. If anything, I'd make the restriction be only to NPC's, and the party is special that they can use their magic anywhere. I wouldn't restrict spell level either, because this would severely limit the players progression. If you want, just don't let them level up until you say they can with the Milestone leveling up system.
Eberron serves as a good basis of widespread low magic, so you could pull some inspiration from there. Magewrights from Eberron: Rising from the Last War could be used as NPC's that specialize in certain magic.
Good luck! I hope this helps. If you need any more help, just ask.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thank you! When I say they can only use low level spells, I mean that everyone can only use low level spells. The wizards, bards, sorcerers, etc. can use stronger spells as they level up, but the warriors, rouges who aren't arcane tricksters, and barbarians, can only use low level spells.
Okay, so like eberron yet again. Just give them some wands or other arcane foci, a cantrip or two, and possibly a 1st level spell slot, or something.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
OK. Thank you for helping out.
Let me know what you're going with, and how it works out. I'm curious now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms