AeonsShadow
2015-09-02, 01:46 AM
So I'm trying to create a world for 3.5 where the powers of the Arcane have destroyed the land once before, erasing all high arcane from the world through what amounts to the magical version of Atlantis (https://youtu.be/BuX_80L95UQ?t=13s).
The world itself has revived itself but is still in the ages of the Aftermath, magic knowledge was Crippled. The land itself still suffers the effects in many ways, as if GODS THEMSELVES fought on the lands. From a river a mile wide that rises into the sky, to barren wastes where wild magic prevails.
Another thing is the ability to enchant or create magic items is gone, having been lost in the old world.
The main story line will see the characters diving into the depths of the caves, chasms, and Various buried places of the world, searching for likewise buried and lost magical treasures that can earn them riches and more. Many of the items found will be everyday enchanted items whose enchantments have mutated.
A good example is a tea kettle they find early on; It's original enchantment was to heat the water put in it but over the years, the wild magics of the new world affected it in that it now sprays scalding hot water in a constant gushing stream when activated.
Magical items in this world were MOSTLY DESTROYED in this world. the more complex the spell the more likely it was destroyed. In fact, the only TRUE MAGICS ENCHANTMENTS to survive The Great War of the Magus were basic items like Enchanted housewares whose magics were changed from the fallout, and Magical Augment stones, including a few various Magic crystals that grow naturally in the wild magic zones. (more on those later)
Among the problems I'm having is
A: how do I go about creating a low magic game like this? How should I go about limiting magics without ruining the classes?
B: what magics should I put in my augment crystals? as for the must be magically enhanced issue we will be employing a System for that using different metals for different levels of magic crystals.
C: Should I nerf clerical powers too or leave them be as it was mostly magecraft in the war?
D: any ideas for fun "magical" items they could find? Most any item they find will go to the Guild they are a part of anyways in order for them to be compensated with GLORIOUS GOLD~!
The world itself has revived itself but is still in the ages of the Aftermath, magic knowledge was Crippled. The land itself still suffers the effects in many ways, as if GODS THEMSELVES fought on the lands. From a river a mile wide that rises into the sky, to barren wastes where wild magic prevails.
Another thing is the ability to enchant or create magic items is gone, having been lost in the old world.
The main story line will see the characters diving into the depths of the caves, chasms, and Various buried places of the world, searching for likewise buried and lost magical treasures that can earn them riches and more. Many of the items found will be everyday enchanted items whose enchantments have mutated.
A good example is a tea kettle they find early on; It's original enchantment was to heat the water put in it but over the years, the wild magics of the new world affected it in that it now sprays scalding hot water in a constant gushing stream when activated.
Magical items in this world were MOSTLY DESTROYED in this world. the more complex the spell the more likely it was destroyed. In fact, the only TRUE MAGICS ENCHANTMENTS to survive The Great War of the Magus were basic items like Enchanted housewares whose magics were changed from the fallout, and Magical Augment stones, including a few various Magic crystals that grow naturally in the wild magic zones. (more on those later)
Among the problems I'm having is
A: how do I go about creating a low magic game like this? How should I go about limiting magics without ruining the classes?
B: what magics should I put in my augment crystals? as for the must be magically enhanced issue we will be employing a System for that using different metals for different levels of magic crystals.
C: Should I nerf clerical powers too or leave them be as it was mostly magecraft in the war?
D: any ideas for fun "magical" items they could find? Most any item they find will go to the Guild they are a part of anyways in order for them to be compensated with GLORIOUS GOLD~!