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  • Dec 01, 2018 Typically high magic in fantasy just works, it's as reliable as technology. I feel with low magic magic should not be reliable. Cantrips can be reliable, and if you cap them from improving then they are useful, but dwindlingly so. And casting a leveled spell is a crap shoot at best, which can help reinforce the low magic feeling of a campaign.
  • Feb 27, 2015 I am thinking of my next campaign as being a low magic campaign. The idea is that magic would still exist in the world, but humans and demi-humans capable of harnessing it would be extremely rare. Some low level magic might be replaced by a sort of folk magic. (Rituals for things like magical.
  • Jul 09, 2008  I've flipped through the 4e books a few times now - and that is why I had mentioned the problem with a low magic setting. The CR rating system assumes that characters will have certain items and abilities at a given level - which if you follow the charts, shouldn't be too much of a problem.
Low Magic Setting 5e Dmg

Do you folks have any experience in running low-magic stuff in D&D (specifically 5th edition)? The rough idea I have for the setting is a world where magic and your typical fantasy races and monsters used to exist thousands of years in the past but no longer. Over the course of the players' early adventures I want to reintroduce magic and monsters, leading to some sort of magical awakening on. Sep 18, 2017  I would like to start a realism campaign sometime soon as a change of pace. It will be low in magic and mages and wizards are rare. Also, there will be less healing magic and I would like damage regeneration to be more realistic. I'm looking for some more detailed rules than those in the DMG on how to run such a campaign. Does anyone know rules I can use for such a campaign? May 18, 2018  5e- Low Magic Overhaul (Two new classes and one new subclasses included!). Because people who are used to existing Rangers suddenly seeing the class completely warped to cut out overt magic can be driven out of the setting because they play a Ranger for what it is normally. Nov 02, 2015 The Magic Item Guide was one of my favorite guides that was on Wizards of the Coast Community boards. It will soon be deleted along with the rest of them this Thursday (now November 5th)! So I ported it over into HTML, and reformatted and did a lot of editing for use here. I hope to add some Navigation aids that will help moving around the document as I research items. (I’ve added them) But.

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  • 1Low Magic Spellcasting Progression
  • 2Class Changes

Vanilla 5e magic is very geared towards a high magic fantasy setting. In such a setting, magic almost always outshines martial prowess. This set of rules attempts to make martial characters viable against magic-wielding characters by diminishing the power of spellcasters.

With low magic rules, cantrips do not scale in damage, and no caster has access to spells of 5th level or higher. Spells with material components consume them. Priced components that are not normally consumed have their prices divided by 5. A component that does not normally have a listed price is assumed to have a value of 1 gp. Material components are not consumed when ritual casting. Spellcasting focuses do not exist and are entirely replaced by component pouches, which have 25 charges. A charge is used when a component that does not normally have a listed price is consumed.

Additionally, Very Rare and Legendary magic items should either not exist, or they should be unique.

Full Caster Progression[edit]

For the purposes of this rule set, Bards, Clerics, Druids, Sorcerers, and Wizards count as full casters. Full casters know 1 less cantrip and follow the spell slot progression as seen below:

Level1st2nd3rd4th5th
12----
22----
33----
43----
542---
642---
743---
843---
9432--
10432--
11433--
12433--
134331-
144331-
154332-
164332-
1743331
1843331
1943332
2043332

Half Caster Progression[edit]

For the purposes of this rule set, Paladins and Rangers are half casters. Half casters follow the spell slot progression as seen below:

Level1st2nd3rd
1---
22--
32--
42--
53--
63--
73--
83--
942-
1042-
1142-
1242-
1343-
1443-
1543-
1643-
17432
18432
19432
20432

Third Caster Progression[edit]

For the purposes of this rule set, Arcane Tricksters and Eldritch Knights are third casters. Third casters start with two extra spells (from any school of magic) and gain an extra cantrip at 19th level, and they follow the spell slot progression as seen below:

Level1st2nd
1--
2--
32-
42-
52-
62-
73-
83-
93-
104-
114-
124-
1342
1442
1542
1642
1742
1842
1943
2043

Some class features of spellcasters have been changed.

Warlock[edit]

The Warlock has half as many invocations. Additionally, Mystic Arcanum of 6th, 7th, and 8th level spells are replaced by 1st, 2nd, and 3rd level spells respectively. Mystic Arcanum of the 9th level spell is replaced by an additional cantrip. Warlocks follow the spell slot progression as seen below:

LevelCantrips KnownSpell SlotsSlot LevelInvocations Known
1211st-
2211st1
3221st1
4321st1
5322nd2
6322nd2
7322nd2
8322nd2
9323rd3
10423rd3
11423rd3
12423rd3
13424th3
14424th3
15424th4
16424th4
17525th4
18525th4
19525th4
20525th4

Wizard[edit]

Wizards start with only four 1st-level spells in their spellbooks and add only one free Wizard spell to their spellbooks upon leveling up. Additionally, Arcane Recovery restores a number of spell slots of a level up to a quarter of a character's Wizard level. For example, at 4th level, a Wizard would regain a 1st-level spell slot, but at 5th level, he or she could regain a 2nd-level spell slot or two 1st-level spell slots.

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Whether you feel like casters are overpowered, or want to play in a world where magic is scarce, there’s several methods you can use to reduce access to powerful spells and magical items. Most DMs/GMs rarely ever have to worry about this, since most campaigns usually ends before the player characters hit the double-digit level range.

However, before incorporating any of these rules, be sure to ask your players how they feel about it.

Class Types
Caster ClassesHybrid ClassesMartial Classes
ClericBardBarbarian
DruidPaladinFighter
SorcererRangerMonk
WizardRogue

Below are different, various methods for making magic more scarce.

  • 1Method 1
  • 2Method 2
  • 3Method 3
  • 4Method 4
  • 5Optional Rules

Method 1[edit]

Post-apocalypse or previous supreme ruler killed most casters, destroyed arcane/divine books/scrolls, and knowledge of high-level magic is lost or forgotten.

Level Caps[edit]

A popular method is E6. However, if you feel like this might be too restricting, perhaps limiting all classes (and prestige classes) anywhere from 6th to 10th level, but characters may multiclass. It would be interesting to watch your players decide what combinations they come up with. Some ideas could be...

Multiclassing
Primary ClassSecondary ClassPrestige Class
BarbarianPaladin
PaladinSorcerer
RangerWizardArcane Archer
RogueWizardArcane Trickster
MonkBardDuelist
FighterWizardEldritch Knight
RogueClericLoremaster
ClericWizardMystic Theurge
RogueBardShadow Dancer

Magical Item Caps[edit]

All magical items would be restricted to either a +1 (with a 6th through 8th class level cap) or a +2 (with a 9th or 10th class level cap) bonus modifier.

DM/GM[edit]

If your player characters must multiclass, so must your NPCs and encounters using the same restrictions. Also, their magical items must also be adjusted accordingly.

Method 2[edit]

Since magic is reserved only for the experienced, all caster and hybrid classes are prestige classes.

Base classes[edit]

The base classes are just martial, and all caster/hybrid classes are prestige classes that require at least a character class level of 3 or higher.

Magic Item Caps[edit]

Players receive magical items at least 3 levels later than normal.

DM/GM[edit]

All NPCs and encounters must also multiclass with martial classes using the same restrictions.

Method 3[edit]

Magic takes a harsher toll on casters.

Magic Caps[edit]

All casters are able to progress normally, but their spells per day slots and arcane spells known are reduce by 1. This also includes hybrid classes such as Rangers and Paladins. Below is an example of the Bard class:

Table: The Bard

Hit Die: d6

LevelBase
Attack Bonus
Saving ThrowsSpecialSpells per Day
FortRefWill01st2nd3rd4th5th6th
1st+0+0+2+2Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +11
2nd+1+0+3+32
3rd+2+1+3+3Inspire Competence20
4th+3+1+4+421
5th+3+1+4+4220
6th+4+2+5+5Suggestion221
7th+5+2+5+5221
8th+6/+1+2+6+6Inspire Courage +22220
9th+6/+1+3+6+6Inspire Greatness2221
10th+7/+2+3+7+72221
11th+8/+3+3+7+722220
12th+9/+4+4+8+8Song of Freedom22221
13th+9/+4+4+8+822221
14th+10/+5+4+9+9Inspire Courage +3322220
15th+11/+6/+1+5+9+9Inspire Heroics332221
16th+12/+7/+2+5+10+10333221
17th+12/+7/+2+5+10+103333220
18th+13/+8/+3+6+11+11Mass Suggestion3333321
19th+14/+9/+4+6+11+113333332
20th+15/+10/+5+6+12+12Inspire Courage +43333333

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Table: Bard Spells Known
LevelSpells Known
01st2nd3rd4th5th6th
1st3
2nd4
3rd511
4th52
5th5311
6th532
7th533
8th53311
9th5332
10th5333
11th533311
12th53332
13th53333
14th5333311
15th533332
16th543333
17th54433211
18th5444332
19th5444433
20th5444443
  1. Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Magic Item Caps[edit]

All magical items gets boosted up a category higher...

5e setting books
  1. Common (magic) Items → Uncommon Items
  2. Uncommon Items → Rare Items
  3. Rare Items → Very Rare Items
  4. Very Rare Items → Legendary Items
  5. Legendary Items → Sentimental Items
  6. Sentimental Items → Artifacts

DM/GM[edit]

All casters and encounters with spell-like abilities must also be cut in half.

Method 4[edit]

Old-school feel of AD&D 1st and 2nd Editions

Slower Level Progression[edit]

Add extra percentage for level progression (such as 10% to hybrid class level progression and 20% to caster level progression). The class experience level progression table could look something like this:

Class Experience Level Progression
LevelCaster ClassesHybrid ClassesMartial Classes
1st000
2nd1,2001,1001,000
3rd3,6003,3003,000
4th7,2006,6006,000
5th12,00011,00010,000
6th18,00016,50015,000
7th25,20023,10021,000
8th33,60030,80028,000
9th43,20039,60036,000
10th54,00049,50045,000
11th66,00060,50055,000
12th79,20072,60066,000
13th93,60085,80078,000
14th109,200100,10091,000
15th126,000115,500105,000
16th144,000132,000120,000
17th163,200149,600136,000
18th183,600168,300153,000
19th205,200188,100171,000
20th228,000209,000190,000

DM/GM[edit]

Most Bronzed

NPC casters and encounters with spell-like abilities must also follow the same slower level progression.

Party Vip's

Optional Rules[edit]

There are much fewer adepts, priests, and other spell casters compared to other NPC classes. If casters live among other commoners, they practice in hiding due to fear, suspicion, anger, hatred, etc. There are no magic shops inside towns or cities, but perhaps only a few secretly dispersed across the land far away from civilization. People may view divine casters as crazy quacks, praying and worshiping to gods long dead or gone. Secret organizations such as magic guilds and temples may exist to help spread the secret knowledge of the arcane and the divine.

Fear[edit]

If a caster publicly casts a spell in front of commoners, guards, etc., they would react negatively, and the flashier the spell, the more negatively they will react. For every spell level, the caster should receive a -1 to any interaction (such as Diplomacy or Gather Information) with anyone who witnessed their spell casting. If people witnessed a level 3 spell casted, then the caster could receive a -3 on all social interactions with anyone who witnessed the spell.

Detect Magic 5e

Hatred[edit]

If people in a particular community or kingdom despises magic, then they may attack a caster if they witness a spell being cast. Roll a 1d20 against the spell level, if the the roll is higher than the level of the spell, the people choose not to attach you. If people witnessed a spell level 3 casted, then you have a 1-3 chance they will attack, thus rolling a 4 or higher on 1d20 and they don't.

Additional HP And Skill Points[edit]

To help caster and hybrid classes live longer in combat and more useful in non-combat situations, perhaps offering one additional hit point and skill point per caster class level, and one additional hit point and skill point per two hybrid class levels may make them more enjoyable to play.

Perhaps arcane casters automatically receive an additional skill point in Craft: Alchemy every level, whereas divine casters automatically receive an additional skill point in Profession: Herbalism every level to rely on the items they make more so than they spells that they cast.

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