Arthurian magic system [Archive] - Wizards Community

Post/Author/DateTimePost
~Black Knight~

04-03-06, 05:38 PM
I'm planning on running a gritty medieval setting with an Arthurian flavour, and the standard D&D magic system doesn't suit the setting. What changes do you suggest I make to the spell list, or to the spellcasters? Should I remove all the flashy spells (fireball, lightning bolt, etc) or maybe add some new spells taken from Arthurian myths?

Some suggestions would be much appreciated. :)
Seeker95

04-03-06, 07:43 PM
An Arthurian magic sysem would just have magic used by a very select few. Merlin and Morgan seemed to have access to just about any kind of magic you would normally find in D&D. But everyone else thought they were very unique.

Other suggested changes:
No clerics. Only druids. (some stories have guenevere being of druidic lineage)
No wizards. Only sorcerers. (merlin and morgan never referred to a book)
Magic is feared by the common populace.
(The above " only druids and sorcerers" would eliminate *all* other spellcasting classes.)
Priest_of_Shaundakul

04-03-06, 07:48 PM
Keep the title Wizard, but use the Sorceror spellcasting method.
Thelon Fairblade

04-04-06, 04:26 PM
Definately keep metamagic though. One story has a comment about how only beginning mages need words and gestures for magic. An initiate of the second circle needs only one or the other, and a Master needs but think of the desired result... i.e. Silent and Still Spells!
True Cavalier

04-04-06, 05:22 PM
http://www.wizards.com/dnd/files/LegendsAndLore.rtf

This is not 3rd edition, but it has a chapter on Arthurian Myths in D&D.

You might find it helpful. :)
Lina_Inverse

04-04-06, 06:31 PM
D&D doesnt do low magic.
End of story.
True Cavalier

04-04-06, 06:52 PM
Actually I have ran not one, but two very successful campaigns with low-magic and really, there was no problem.

So that kind of negativity is unnecessary. It's not even contributing to the discussion to make a "Can't be done. End of story." statement... :P

I mean, correct me if I am wrong.
If you can.
Jhaelen

04-04-06, 07:04 PM
I'm planning on running a gritty medieval setting with an Arthurian flavour, and the standard D&D magic system doesn't suit the setting. What changes do you suggest I make to the spell list, or to the spellcasters? Should I remove all the flashy spells (fireball, lightning bolt, etc) or maybe add some new spells taken from Arthurian myths?

Some suggestions would be much appreciated. :)
Check out the Pendragon RPG or Ars Magica :)
D&D (or even the d20 System) isn't always the best choice when you're looking for rulesets for campaign settings that are far removed from your standard 'High-Fantasy' scenario.