Aspected Magic Areas
Posted: Tue Sep 19, 2017 6:01 pm
The following might be a big change that is hard to implement so I don't actually expect it to happen, it's just something I think would be a cool addition. I remember how tedious it was to properly implement correct Spot/Listen penalties to all my areas when I ran a NWN persistant world, so I imagine this would be quite a project.
I always liked anti-magic areas and wild magic regions post-Time of Troubles. Obviously we can't have them on the server (yet), but there's something else we could try. It's an idea shamelessly stolen from Shadowrun: Background counts.
The idea is that certain magic works better (or worse) in certain regions, depending on various factors. Nature magic (Rangers, Druids) works better in wilderness areas, so a nature caster gets a bonus to their Caster Level in these regions (depending on how wild it is). So for example in dense woodland with no signs of civilisation or development they might get +5 to caster level.
However they also suffer a reduction to their caster level in urban environments, depending on the population density. In a small town like Ulgoth Beard they might suffer -1 to their Caster level, but in the middle of Baldur's Gate it would be -5.
The same goes for other casters. A Priest of Helm might gain a +5 CL in the Nashkel temple of Helm (and allied dieties), but suffer an equal penalty when casting in the temple of one of his god's traditional foes.
Maybe a Frost Mage can power around in an icy mountain pass, but get completely screwed in the anauroch desert.
Those who use the Shadow Weave would be great in certain areas, and poor in others. Vice versa for traditional weave users. The underdark would become even more dangerous to surfacers, while giving the natives a significant bonus. On the other hand Rivven would be able to hold their own on the surface, while the Drow feel their power wane.
This then gives the possibility of temporarily consecrating certain areas so that you don't suffer penalties, either by expending gold (which gives another way of spending it) or through rituals requiring other players (i.e Circle Magic).
It makes magic more tactical and situational, turning certain regions into dangerous risks for certain characters while empowering others. Nothing that can't be overcome with planning, but something to be aware of nonetheless. It's harder to raid the temple of a god if you know you will be at a power disadvantage, while your enemy will be bolstered.
There seems to be literature that supports this in D&D/FR, even if it's mostly lore-based and not reflected in the rules.
I always liked anti-magic areas and wild magic regions post-Time of Troubles. Obviously we can't have them on the server (yet), but there's something else we could try. It's an idea shamelessly stolen from Shadowrun: Background counts.
The idea is that certain magic works better (or worse) in certain regions, depending on various factors. Nature magic (Rangers, Druids) works better in wilderness areas, so a nature caster gets a bonus to their Caster Level in these regions (depending on how wild it is). So for example in dense woodland with no signs of civilisation or development they might get +5 to caster level.
However they also suffer a reduction to their caster level in urban environments, depending on the population density. In a small town like Ulgoth Beard they might suffer -1 to their Caster level, but in the middle of Baldur's Gate it would be -5.
The same goes for other casters. A Priest of Helm might gain a +5 CL in the Nashkel temple of Helm (and allied dieties), but suffer an equal penalty when casting in the temple of one of his god's traditional foes.
Maybe a Frost Mage can power around in an icy mountain pass, but get completely screwed in the anauroch desert.
Those who use the Shadow Weave would be great in certain areas, and poor in others. Vice versa for traditional weave users. The underdark would become even more dangerous to surfacers, while giving the natives a significant bonus. On the other hand Rivven would be able to hold their own on the surface, while the Drow feel their power wane.
This then gives the possibility of temporarily consecrating certain areas so that you don't suffer penalties, either by expending gold (which gives another way of spending it) or through rituals requiring other players (i.e Circle Magic).
It makes magic more tactical and situational, turning certain regions into dangerous risks for certain characters while empowering others. Nothing that can't be overcome with planning, but something to be aware of nonetheless. It's harder to raid the temple of a god if you know you will be at a power disadvantage, while your enemy will be bolstered.
There seems to be literature that supports this in D&D/FR, even if it's mostly lore-based and not reflected in the rules.