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Fergie wrote:

Can't be done. Meow, meow, meow.

OK, now that that is out of the way, let's figure out a few SIMPLE things that could make a low magic version of the game work. Obviously, things will be a little less powerful, and some concepts (inter-planar adventure!) won't work very well in this setting.

Here are the guidelines:

  • Low Magic, NOT No Magic.
  • Must be a simple concept.
  • Must not alter game/class balance too much.
  • Lets put a PC level cap of 16 on this for now.

Here are some of my ideas:
  • All magic items cost 2X. This also applies to paying to have spells cast, as well as crafting.
  • Crafting requires special materials.
  • All spells of level 7 and up take at least a full round to cast.
  • Characters may get some minimal increases to saves, ability scores, hit bonuses, AC, etc. These are not intended to replace magic items, just make it so item are not "required".
  • Full casters get no bonus spells-per-day from high ability scores. Another option would limit the ability modifier full casters can add from ability score to 1/2 caster levels.
  • No spell lasts longer then 24 hours.


What I did in an older campaign was have the players roll to see if their characters had magical apptitude

Magic--Arcane magical ability is rare. Only those born with the genes to use arcane magic can cast spells, create items or read magic.
Each race has a percentage chance to have the gene
a. Elves 25%
b. Gnomes 20%
c. Halflings 20%
d. Humans 10%
e. Orcs 10%
g. Dwarves 5%

Divine magic is through the deity, and the Character has a 25% better chance than other types of magic users. ALL ROLLS for seeing if your character has the magical genes are to be made with the DM witnessing the roll, no exceptions.

It kept magic low in the game and when the party did find a magic item or a magic user, they treasured them.

Might not be the best solution but it is a quick and easy one to go with.