I am currently writing my first campaign and I'm considering an encounter where magic does not work. Is this a bad idea? Would it just be really boring? The hope is that the players would have to be clever and play in a way they haven't before, but I'm worried they will just be frustrated, especially the spellcasters. Any thoughts or tips would be much appreciated!
I am currently writing my first campaign and I'm considering an encounter where magic does not work. Is this a bad idea? Would it just be really boring? The hope is that the players would have to be clever and play in a way they haven't before, but I'm worried they will just be frustrated, especially the spellcasters. Any thoughts or tips would be much appreciated!
It depends on party level, which classes/subclasses the players choose, and what exactly you mean by “magic does not work.” Do you mean spellcasting doesn’t work? What about non-spell based magic features such as channel divinity, divine smite, or eldritch invocations? What about magic items that produce effects? What about magic weapons and armor? What about a standard potion of healing?
If this would be for a 1st-level party full of wizards then they might feel like you pulled a “gotcha” on them. Even if they don’t they’ll likely feel very frustrated trying to pull it off with just daggers and slings. However, if the encounter is balanced they can prevail it might not be too bad.
If it’s for an 8th-level party consisting of a Paladin, a bladepact Hexblade, a Sword Bard, and an Ancestral Barbarian; and none of their spells work but the Paladin can still channel divinity and smite divinely, the Hexblade can still use their curse and summon their pact weapon, the Bard can still inspire bardically and flourish their blades, and the Barbarian’s ancestral protectors will still shield spiritually, that will be a thing, but it won’t be too horrible as long as the encounter is balanced.
If the party consists of a beastbarian, a acout rogue, a war wiz, and a star druid; the wizard and druid might feel bored sitting in the corner and the barb & scout might feel stresses out.
A non-magic encounter could be a lot of fun, as long as it presents solvable challenges that includes each player. For example, there could still be arcane runes that a Wizard would be able to interpret.
Alternatively, you could make magic unreliable. This could either mean that there is a 50/50 chance that a spell or magic item will fail, or there could be unintended consequences, like rolling on the Wild Magic table. This has the effect of discouraging magic, without eliminating it.
I have no idea who my party members are aside from a Circle of Spores Druid. I was considering making their spells inert and their magical items function as more mundane items. It's a good point about the divinity and ancestoral protectors. Those are a bit different from wizard or sorcerer magic. Thank you for the input! It really helps!
Another important note...this would be one of the final encounters. It is a culminating experience where answers for some events and world building are explained. The adversary they would face would also be unable to cast magic. Right after this encounter is the "real boss". And when they face him, they will have magic again.
actually the beholders center eye is a anti-magic affect so if you want have a sorcerer or someone create a rod of sorts able to boast the magic in monstrous body parts. So say the anti magic turned to a giant field so no one can do magic in the 59 by 50 space(we'll say the rod is an artifact because it's over powered... especially if you aren't using the US imperial system.)
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I am currently writing my first campaign and I'm considering an encounter where magic does not work. Is this a bad idea? Would it just be really boring? The hope is that the players would have to be clever and play in a way they haven't before, but I'm worried they will just be frustrated, especially the spellcasters. Any thoughts or tips would be much appreciated!
Don’t make it immune to magic. Just make it resistant to magical damage.
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It depends on party level, which classes/subclasses the players choose, and what exactly you mean by “magic does not work.” Do you mean spellcasting doesn’t work? What about non-spell based magic features such as channel divinity, divine smite, or eldritch invocations? What about magic items that produce effects? What about magic weapons and armor? What about a standard potion of healing?
If this would be for a 1st-level party full of wizards then they might feel like you pulled a “gotcha” on them. Even if they don’t they’ll likely feel very frustrated trying to pull it off with just daggers and slings. However, if the encounter is balanced they can prevail it might not be too bad.
If it’s for an 8th-level party consisting of a Paladin, a bladepact Hexblade, a Sword Bard, and an Ancestral Barbarian; and none of their spells work but the Paladin can still channel divinity and smite divinely, the Hexblade can still use their curse and summon their pact weapon, the Bard can still inspire bardically and flourish their blades, and the Barbarian’s ancestral protectors will still shield spiritually, that will be a thing, but it won’t be too horrible as long as the encounter is balanced.
If the party consists of a beastbarian, a acout rogue, a war wiz, and a star druid; the wizard and druid might feel bored sitting in the corner and the barb & scout might feel stresses out.
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A non-magic encounter could be a lot of fun, as long as it presents solvable challenges that includes each player. For example, there could still be arcane runes that a Wizard would be able to interpret.
Alternatively, you could make magic unreliable. This could either mean that there is a 50/50 chance that a spell or magic item will fail, or there could be unintended consequences, like rolling on the Wild Magic table. This has the effect of discouraging magic, without eliminating it.
Those are great ideas! Thank you!
I have no idea who my party members are aside from a Circle of Spores Druid. I was considering making their spells inert and their magical items function as more mundane items. It's a good point about the divinity and ancestoral protectors. Those are a bit different from wizard or sorcerer magic. Thank you for the input! It really helps!
Another important note...this would be one of the final encounters. It is a culminating experience where answers for some events and world building are explained. The adversary they would face would also be unable to cast magic. Right after this encounter is the "real boss". And when they face him, they will have magic again.
actually the beholders center eye is a anti-magic affect so if you want have a sorcerer or someone create a rod of sorts able to boast the magic in monstrous body parts. So say the anti magic turned to a giant field so no one can do magic in the 59 by 50 space(we'll say the rod is an artifact because it's over powered... especially if you aren't using the US imperial system.)