XakTarsonis
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I am in the process of creating a campaign world. Building from scratch I am thinking about class and their roles in the world. This was brought on by the Gnome Stew article, Cut it Out. I am thinking of removing either sorcerers or wizards along with at least all but 1 divine casting class. I want magic to be a bit more mysterious and less understood. A bit like Dragonlance where wizards are severely mistrusted and thus a extremely rare by the 4th age. does any one have any ideas about the classes or other changes to make magic a bit different.
| Mark Hoover |
You want arcane and divine magic to be feared and misunderstood? Give them Sorcerers and Oracles only. Think about it: the gift of the arcane is ONLY in the blood - you must be one of the elite to have it. No wizard or bard can just come along and read it in a book; you must INHERIT it (or savagely drink the blood of another...) and the Oracle? The gods are so distant, so unknowable that there are no clerics or champions like the paladins or inquisitors. There are only the non-magical clergy and the "touched"; those who are both blessed and cursed by their connection to the devine. Many of the faithful refer to a calling, but this implies that it is something that, for whatever reason can be ignored or unheeded. Oracles are literally bound, unwillingly from birth and marked both by the glory and sin of their conduit to these otherworldly beings.
So keep the Sorcerer and the Oracle. Then make the society around them reflect their strangeness. Schools or monasteries, much like the ancient fighting schools and temples of the Far East, would be isolated places of tolerance and training to the otherwise bizarre and frightening Sorcerers (think Last Airbender); and like greek mythology oracles would be sought out for their powers but otherwise shunned both in religious and daily life.
Me? I'd get rid of Bards. They're too much like Carnies; small hands, smell like cabbage...
XakTarsonis
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But keeping with sorcerers and Oracles presents some problems. First why would they organize into monasteries? They cannot learn from each other like wizards can. This presents problems, they may be hated, but they would still be alone and unlikely to organize into towers, especially since Sorcerers are based on CHA and thus you have a constant battle for popularity between members. Also with arcane magic, I am trying to figure out how they would detect potential magic users, no midi-clorians here, but still there needs to be a way to find those with magical potential. Also I kinda like bards, they have a different access to magic and are a mix between arcane and divine.
| OldManAlexi |
Why might they organize? Safety in numbers. If they are feared by the populace, they might band together to form safe havens.
Detecting potential magic uses would be tricky. Using magic, a group of sorcerers could probably come up with a way to use divination to detect other magic users even if their abilities have not awakened yet. With the spells known of the entire group and cooperative crafting, they could make a magic item that gives their location on a map.
You should decide how Sorcerers appear. Do they strictly follow family lines or do they show up randomly? It could go either way. Though, if they go through family lines, they probably wouldn't appear outside the safe havens that their ancestors set up generations ago.
| Gnomezrule |
But keeping with sorcerers and Oracles presents some problems. First why would they organize into monasteries? They cannot learn from each other like wizards can. This presents problems, they may be hated, but they would still be alone and unlikely to organize into towers, especially since Sorcerers are based on CHA and thus you have a constant battle for popularity between members. Also with arcane magic, I am trying to figure out how they would detect potential magic users, no midi-clorians here, but still there needs to be a way to find those with magical potential. Also I kinda like bards, they have a different access to magic and are a mix between arcane and divine.
I think you are on the right track adding bards. Also you might want to consider adding witches.
As to your concern of how monasteries and aracane organizations. Divine groups are easier to explain. They gather not to have a group of spell casters in one place but for study, worship and common purpose once in a few generations someone is blessed with being an oracle they may or maynot be a part of such a group. Just because the rulebook calls them oracles does not mean that they are not part of a churches clergy. Sorcerers do not need to learn in the sense that wizards do but perhaps they need to practice control, develop minor gifts into actual useful arcane power. They can join Lord Xavier's school for gifted youngsters;)
Just because the rule book roles are limited does not mean that the in game roles are not diverse.
Also another trick is to slow down the other spellcasters progression. Let them take level 1 of a spell casting class then 1 level of expert, commoner or aristocrat and so on until level 3 and let them progress as normal. Alternatively you can let them use the 3.5 racial paragon levels instead of expert.
| Son of the Veterinarian |
I think you are on the right track adding bards. Also you might want to consider adding witches.
And since witches have the ability to form covens (though I'd drop the Hag requirement) you already have a reason for them to group up.
You might also want to look at limiting your PC's to certain archetypes. For example, the Ranger's Skirmisher and Trapper archetypes both give up spellcasting, as does the Paladin's Warrior of the Holy Light.
| OldManAlexi |
One way to rationalize magic being rare would be to add side effects. I seem to recall there being a campaign setting where magic use had negative side effects on the surrounding environment.
Another idea would be to have magic use affect the user's body. As magic users gain levels, they would gain purely cosmetic derangements. For example, one sorcerer's eyes change from green to yellow while another sorcerer's veins might become very pronounced. This would lead to them being viewed as substantially different from "normal people." They might not even be considered truly human (or elf, etc). Sorcerers would regularly get lynched or banished due to fear. Any attempts to understand magic (and thus, develop wizardry) would be met with scorn and often violence.
Consider having the verbal components of spells be in the language corresponding to their bloodline. Even if they don't know that the Sorcerer has demonic heritage, the peasants are going to panic when they hear him speaking in Abyssal. Actually, hearing a Celestial Sorcerer cast spells would probably also sound alien enough to scare the peasants.
| Fallen_Mage |
Consider having the verbal components of spells be in the language corresponding to their bloodline. Even if they don't know that the Sorcerer has demonic heritage, the peasants are going to panic when they hear him speaking in Abyssal. Actually, hearing a Celestial Sorcerer cast spells would probably also sound alien enough to scare the peasants.
When I read this, this scene popped in my head. When you see it, just imagine a Sorceror casting in that language.
| Mark Hoover |
But keeping with sorcerers and Oracles presents some problems. First why would they organize into monasteries? They cannot learn from each other like wizards can. This presents problems, they may be hated, but they would still be alone and unlikely to organize into towers, especially since Sorcerers are based on CHA and thus you have a constant battle for popularity between members. Also with arcane magic, I am trying to figure out how they would detect potential magic users, no midi-clorians here, but still there needs to be a way to find those with magical potential. Also I kinda like bards, they have a different access to magic and are a mix between arcane and divine.
They would organize the way noble houses do, so "monastery" might not conjure the right image.
I conceptualized sorcerers like this: A dragon boinks a maiden, 9 months later she has a little boy - we'll call him Hennet. Now, little hennet by age 3 has this tendency to move things with his mind when he throws a tantrum. No one in his village has ever seen this before and his mom's already been branded (literally) as a witch, so they are forced into a cottage in the woods. Fast forward 15 years and the lad has (SOMEHOW) learned to control his powers and uses them for good. He returns to his village, wins the people over despite their fear (CHARISMA) and retires as the mayor and protector. Then he takes a mortal wife and has kids of his own...
3 generations later you now have Hennet Hall - a noble house of this bloodline. However, it turns out in reading his mother's old journals that Hennet learned who his father really was and in doing MORE research he's learned that his papa was a rolling stone with a LOT of other offspring. Soo...
Hennet Hall also becomes Professor Hennet's School for Gifted Youngsters. He gathers to himself others of the same Bloodline and they DO learn from each other, but not the way wizards and bards learn. No, what they learn are basic mental techniques like how to focus your ego to dominate your power so it doesn't control you or practical stuff like how to not breathe fire every time you sneeze (same BLOODLINE power).
And how do they detect? Well, therein lies the uniqueness of your world! Maybe the sorcerers have divinations or blood tests; maybe you have magical pedigrees showing who/what you descend from. Or maybe...
The Law of Telofshire: "All persons displaying or suspected of possessing supernatural gifts as those bestowed upon them by virtue of their birth shall be publicly flogged and then exiled from the town. Those persons using said powers to inflict bodily harm or damage property, livestock or other valuables shall be put to death by fire."
Nuff said?
| pobbes |
You might also want to look at limiting your PC's to certain archetypes. For example, the Ranger's Skirmisher and Trapper archetypes both give up spellcasting, as does the Paladin's Warrior of the Holy Light.
I am all for the using restrictive archetypes idea. I, also, toy with the idea of banning bards from ever acquiring spells, and, instead, they can only acquire masterpieces. Using masterpieces would require you and your players to write more masterpieces for the class, and probably require additional bardic performances per day to meet those masterpieces use requirements. Another possibility is to restrict any full casting class to only ever being half of a character's level. This functions as a means of keeping those powers "hidden", and keeping them from ever growing out of control.
You can also just focus on eliminating spells or schools of spells. For example, you could take magic from an elemental perspective, and only allow players to have access to spells directly related to their elements. You could do a similar restriction with bloodlines, and limit spell option to only those related to the bloodline (you can only learn spells that a demon/dragon has as a spell like ability). Wizards could be restricted to only taking spells from their arcane school. These changes don't remove magic so much as take it down a notch with limitations, and make magic more relational to a character's theme. Also note, in a setting like this the more "mundane" magical items such as wands or scrolls could become infinitely more valuable if they are the only way for a large number of casters to access these spells.
Finally, a warning for you. If you are going to restrict magic or not restrict magic, be firm about restrictions. If you ban all but one casting class, that class will dominate your games. They will also dominate your storytelling environment with their unique powers, and the hatred or fear that they bring. Additionally, they will dominate your encounters if they are playing with a set of rules which no else can access (and those rules are the most powerful in the game). So, just be careful and consistent with your decision making.