an abused planet [Archive] - Wizards Community

Post/Author/DateTimePost
taylors005

04-23-08, 06:46 PM
i was flipping though an old Dragon mag(350) i have. in it there is an article about magic pollution. i was wondering if anyone had made a campaign setting around this concept or if anybody could help me design it.

some influences i have been trying to draw from are (besides that article);
M:tG's Odyssey/Onslaught Blocks (the Mirari's effects on the world)
M:tG's Kamigawa Block (the invasion of the kami)
Marvel's Civil War (the super human registration act)

other details include
survival horror genreish
governments have placed a ban on the unrestricted use of arcane magic and items
2 planes exist the material plane and a dream scape
planet is irreversibly polluted
magic has forced everything to evolve at an increased rate
all animals have been mutated into magical beast
almost all humans have changed into the subraces
pollution has caused an invasion of the material plane
governing groups blame casters for the ill effects of the pollution
governments have forced casters to register with them and report to officials regularly
many caster's refuse and go rogue
magic had become more a part of everyday life than eberron can compare *new to this list
Hellsbells

04-23-08, 06:59 PM
Im nit picking but I'd like to point out that its Marvel's civil war not Mavel's Civil War. On that note can you explain what that has to do with magical polution?
taylors005

04-23-08, 07:00 PM
post deleted
Lord_Tirian

04-24-08, 05:06 PM
Look at Dark Sun for inspiration!

Cheers, LT.
taylors005

04-24-08, 05:11 PM
i kinda had darksun in mind for my settiing but i dont want a barren lifeless land
and i dont have access to to it
james_gaines

04-25-08, 06:43 PM
Not a campaign setting, just an idea. In Discworld high levels of background magic can result in some... interesting results.

Maybe make a few changes to the basic DnD campaign.

1. Planar boundaries are thinner, things come through more easily, so increase the influence of outsiders in the material world.

2. Mutation is greater and results in new species. In Discworld this resulted in : intelligent rats, plants that age backwards (like they produce fruit before they flower), sapient pearwood (the luggage).

3. Maybe make magic more dangerous and unpredictable. The basic spells still function, but have a greater chance of going awry.


Alternatively, maybe a huge spell will sap the inherent magic from the surrounding area. Roaming "ghost circles" exist which are permanently sapped of magic. Magic doesn't work inside and anyone who stays too long will start to die. These move around.
taylors005

04-25-08, 06:53 PM
3. Maybe make magic more dangerous and unpredictable. The basic spells still function, but have a greater chance of going awry.


Alternatively, maybe a huge spell will sap the inherent magic from the surrounding area. Roaming "ghost circles" exist which are permanently sapped of magic. Magic doesn't work inside and anyone who stays too long will start to die. These move around.

good ideas
i dont know why i hadnt really thought about those
Patrick Draken-Korin

05-03-08, 01:42 AM
Some Ideas;
- Grafts; applied due to magical pollution, make them uncontrolled for extra nastiness, such as an undead hand that harms any who touch it rather than only enemies or a gaze attack that threatens allies unless the subject wears a mask or something.
- Symbionts; spontaneously generating in certain terrain or growing on a creature after they suffer a certain disease for a week without successfully resisting (especially one with a strong ego).
- Mutations as taken from D20 future and D20 Apocalypse.
- Sanity difficulties or taint as taken from Unearthed Arcana (never read Heroes of Horror and can't compare).
- Arcane pollution is mentioned in Cityscape (Page 32/33) as a hazard of civilization, though it's basically random spell effects if you are unlucky enough to be affected.
- Maybe add some overt sign of magical pollution, such as the mist in FF12 or crystal growths (both on the landscape and even on/around creatures).
- In several books I've read magical tampering means unstable weather; change the weather tables to encourage wild changes (in the opposite manner of those who alter things to prevent freak occurrences).
- Mage storms (storms that affect the manner of magic; either produce wild magic, or may inhibit certain types of magic while enhancing others; sort of like manifest zones from eberron except, they move about).
- Creatures born with templates (such as the fiendish or half-fey templates) simply due to environment rather than any
- Aberrant dragonmarks & spell-touched feats
- Living spells (MM3) and Raggomoffyns (MM2)

If you have access to it, you could throw in Magic of Incarnum as another side effect, Weapons (and creatures) of Legacy, or shadow-magic (Tome of Magic), or even things from the Tome of Battle
taylors005

05-03-08, 03:38 AM
Some Ideas;
- Grafts; applied due to magical pollution, make them uncontrolled for extra nastiness, such as an undead hand that harms any who touch it rather than only enemies or a gaze attack that threatens allies unless the subject wears a mask or something.
- Symbionts; spontaneously generating in certain terrain or growing on a creature after they suffer a certain disease for a week without successfully resisting (especially one with a strong ego).
- Mutations as taken from D20 future and D20 Apocalypse.
- Sanity difficulties or taint as taken from Unearthed Arcana (never read Heroes of Horror and can't compare).
- Arcane pollution is mentioned in Cityscape (Page 32/33) as a hazard of civilization, though it's basically random spell effects if you are unlucky enough to be affected.
- Maybe add some overt sign of magical pollution, such as the mist in FF12 or crystal growths (both on the landscape and even on/around creatures).
- In several books I've read magical tampering means unstable weather; change the weather tables to encourage wild changes (in the opposite manner of those who alter things to prevent freak occurrences).
- Mage storms (storms that affect the manner of magic; either produce wild magic, or may inhibit certain types of magic while enhancing others; sort of like manifest zones from eberron except, they move about).
- Creatures born with templates (such as the fiendish or half-fey templates) simply due to environment rather than any
- Aberrant dragonmarks & spell-touched feats
- Living spells (MM3) and Raggomoffyns (MM2)

If you have access to it, you could throw in Magic of Incarnum as another side effect, Weapons (and creatures) of Legacy, or shadow-magic (Tome of Magic), or even things from the Tome of Battle


i <3 your ideas. you are telling me everything i want to hear.
i just need to find all this and consolidate it into one notebook

i dont know anything about the past/modern/future games :( other than names

i have access to virtually everything WotC has published for Dungeons and Dragons 3.5 and a little 3.0

MoI will be extremely easy to reflavor into the world
ToM shadow casters should be pretty easy and so will Binders. (i see bad things with summoning forgotten gods pairing with random)
ToB i have no idea how it would fit into this world
Aneutralshadeofblack

05-03-08, 06:46 AM
Read Perdido Street Station and The Scar.

Both are novels by a guy called China Miéville, who is an excellent author. Both take place in a fantasy world in the throes of its industrial revolution. Both deal with alchemical polution, in addition to mundane pollution. Both feature extensive use of grafts.

Barring that, both are an excellent read. :P