Campaign setting without the divine [Archive] - Wizards Community

Post/Author/DateTimePost
hal_bowman1

10-12-07, 05:27 PM
By which I mean
- no gods
- no Divine magic

Some divine magic spells would get an arcane makeover - healing for sure, some divination, and some things to deal with demons and such.

Turning might need to be reproduced in some way - or create a raft of things that are effective against various kinds of undead.

The afterlife, to the degree anyone cares about it, might be in dispute or instead be a gray place like the old version of Hades in Homer.

Where did the world come from? People just don't know.

I wonder if this would work in places like conventions or with player groups in general.

Issues? Comments?
Kamin_Majere

10-12-07, 06:02 PM
Why?

If your just going to give divine spells to a wizard your makeing a cool campaign setting and then stabbing it in the heart.

If your going to break from the divine do it completly.

Plus you instantly put Wizards in the only top teir position as far as classes go. With out even things like Clerics and Druids to balance them against wizards will upopposedly rule all other classes after just a few levels.

Think deeply about this as you will fundamentally change alot of things.
There will be no Clerics, Druids, Rangers, Paladins, etc (or at least spell-less versions of them)

Its very do able, but you need to put a bit of thought into it before whole scale changing things on this magnitude
hal_bowman1

10-12-07, 07:26 PM
Good points. Let me clarify.

The divine magic spells I'd move to arcane would be "must haves" like healing. Off hand, I cannot think of any others that need to go, but the various cures and such have no other home.

Good point on arcane being enhanced by this move. On the other hand, there'd be more demanded of them. I would assume a second arcane spellcaster would be added to the party in a lot of cases. Or some alternative method of healing would need to come standard.

Clerics would go poof, that's true. I find the "cleric of good" thing weird so they'd go along with the gods.

Druids wouldn't necessarily go poof. They are pretty buff even without spells - wild shape, animal companion, etc. If I wanted them to keep spells, the magic wouldn't be "divine" or extra planar. It'd draw directly from nature.

Paladins would go poof.

Rangers would have all the same stuff, and if were necessary to keep them magical they can draw spells from nature magic.

I'll think it over more. Frankly, there is a lot of dumping on religion, Clerics, and paladins that makes me think these would not be missed.

Thanks for the response.