Magic is a very rare thing on Urth in this age. The abrupt disappearance of the Gods had
many effects on the world, and one of the biggest was the change in magic.
Mortal beings, such as Humans, Orcs, and so on, can no
longer directly interface with magic itself.
Instead they must rely on proxies, such as possessing spirits, magical
rituals or magical items.
Many primitive tribes follow a shamanistic tradition,
worshiping the spirits of nature. Some
of them can bond with a spirit, letting it inhabit them. A bargain is struck,
and the mortal gets access to the spirit’s powers, in return for whatever
payment the spirit asks. In civilised
lands those who study the occult can sometimes also contact these spirits, and
achieve the same effect.
Magical rituals are very complicated affairs, bringing
together several elements in a certain order to cause a certain effect. These rituals are guarded jealously by those
who know them, and are employed rarely less they draw attention to themselves.
Magical items are possibly the most common type of magic
about this age. The are highly sought
after and often seen as a mark of prestige.
Because if someone is known to have an item of magic, many will covet
it, and some will resort to any means to obtain it.
Those who have access to magic of any kind will find fear
and suspicion from many quarters. From
the most superstitious of peasants to the most educated of kings, there are
those who consider magic to be inherently evil, or at least innately dangerous
and destructive. Many wielders of magic
are reviled and feared, even attacked on sight or murdered in their beds.
The lack of magical aid will have a great impact on this
campaign compared to other Dungeons and Dragons games. With no magical healing, no large area
effect spells, battles will play out very differently. With no charm or disguising spells, social
situations will be more difficult.
The lack of magical healing will probably be the biggest
issue. Suddenly a minor encounter with
bandits will be more than an inconvenience, as any injuries sustained will take
time to heal, possibly delaying whatever mission the characters are on. Tactics will become very important, as any
advantage you can gain could save you days of convalescence.
Without large scale spells that group of thirty goblins is
suddenly a threat, as you don’t have a couple of fireballs to dispatch them
with.
This will bring a bigger focus on skills, as every skill the
group has makes them more effective, and every one they don’t will limit
them. They cannot just buy a scroll to
get around an obstacle.
Whilst magic will not be held out of the group’s hands, they
will certainly not start with any, and it may be some time before they come
across even the most basic form that they can use. This means that other equipment and services will come to the
fore, especially alchemy, which I plan to expand upon. I’m also doing some fun things with feats
that I will go into detail on next post.
This also means that they may be able to do more fun a
interesting things with their money, rather than just upgrading that +2 sword
to a +3. This will hopefully encourage
the sandbox feel of the game, enticing players to form large long lasting goals
or plans they can work towards.
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