high powered magic campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Rasputen_Bel_Kuhr

09-11-06, 09:50 AM
Okay people I'm creating a campaign set in the forgotten realms around the moonsea and I want your advice and opinions on the changes and other changes i can make. Okay the campaign is making magic powerful and as such i'm restricting their access to it.
Here are the house rules i've come up with:

Conjuration(Healing)--->Necromancy(Healing)
Conjuration(Teleportation--->Divination(Teleportation)

Sorcerer hitdie increase to 1d6

Craft wand, craft sceptre, craft staff, craft arms and armour, craft wondrous item and forge ring replaced by

Imbue Charged Magic
Prereq: caster level 3
Benefit: allows caster to imbue an item with a spellpool which an effect draws power from if they succeed at a caster level check (like a wand)
DC13 1 effect tied to spellpool
DC15 2 effect tied to spellpool
DC19 3 or more effects tied to spellpool

Imbue Constant Magic
Prereq: caster level 5
Benefit: allows caster to imbue an item with a constant magical effect (bonus to ac)
DC15 1 constant effect
DC19 2 constant effects
DC22 3 constant effects

Imbue Regenerative Magic
Prereq: caster level 5
Benefit: allows caster to imbue an item with a regenerative magical effect (light 3/day)
DC15 1 regenerative effect
DC19 2 regenerative effects
DC22 3 or more regenerative effects

Brew potion now allows you to make magical potions with a craft(alchemy) check DC13+spell level or a DC decided by the DM if it doesn't replicate a spell (things like acid need not be crafted by a spellcaster)

No XP cost except for extremes like dying or ritual (traumatic enough to make you forget)

Crafting of permanent magical items or powerful spells (wish, permanency) carries a cumulative 5% per +1 enchantment to lose 1 point Con permanently

Enchanter reduce chance by 5% and receive +1 to caster level check to enchant (this extend to spell focus enchantment as well)

Oh, and the biggy, don't call me crazy (be more imaginative then that), metamagic feats don't alter the spell level spells are cast at. (I am trying to make magic powerful and rare):D :)
Blackheart

09-12-06, 11:11 AM
Well, I guess the first question I have is how rare do you want magic?
From a player perspective, I'd opt out, even though with the metamagic ruling, any caster made would vastly overpower other classes of equal level.
Changing the School and Subschool of spells is generally a bad idea, and I'm interested to know how you reason that Divination has anything to do with whisking you away from where you stand to another point? The Necromancy(Healing) call is slightly less bothersome to me, though it seems you have something against Conjuration? It's a great school.
And um...why does Enchantment get a boost? What's the 5% for? I'm a little lost on that.
Overall, I think your system has some holes, and for making magic more powerful and rare, your oversimplification of magic item creation seems anathema to your purpose. A closer consideration of the impact on the game might be needed.
As I said before, I need to know how rare you want magic. I would assume since you've made the rules and not glossed them, you still expect players to pick up the casting classes, so I'm even more confused. Perhaps home-brew would be better suited, as FR is a high magic setting.