Adapting to the Age of Scarce Magic: Strategies and Challenges

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During the Age of Scarce Magic, the world experienced a significant decline in the availability and potency of magical abilities. It was a time when the once abundant and powerful magic that existed in the world became increasingly rare and difficult to harness. Scholars and historians debate the exact reasons behind this decline, but most agree that it was a combination of factors that contributed to the diminishing of magic. One theory suggests that the Age of Scarce Magic was a natural progression in the world's magical cycle. Just as seasons change and cycles of life and death occur, magic too undergoes its own ebb and flow. This theory posits that the Age of Scarce Magic was simply a natural phase in the overall magical equilibrium.


The mechanics.

In addition, people can only be resurrected a certain number of times, and if they ve been resurrected more times than a particular cleric has cast resurrection, there s a chance of the spell failing and possibly killing the cleric. I might invent some ultra rare material that is incredibly fragile, making weapons that contain some of it weaker, but it can amass huge amounts of mana.

Age of scarce magic

This theory posits that the Age of Scarce Magic was simply a natural phase in the overall magical equilibrium. Another viewpoint argues that the decline of magic was a result of external factors. Some believe that a cataclysmic event, such as a great war or a global disaster, caused a disruption in the magical energies of the world.

[13th Age] How easy is it to dial down the magic? (1 Viewer)

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.

We're not talking about a completely non-magical game here by any means, I doubt anyone but me in the group would find that interesting, but how much is written into the mechanics assuming magic and magic item use? For example, if a game had mages/clerics/casters less common than the usual assumed D&D default, and extremely rare magic items, would that impact the system at all?

Does a lower-/low-magic (but not no-magic) 13A work just fine?

Drastic

Just this guy, you know?

Should be doable, with most of the problems caused being subtler ones. At the base mechanical level, it should be easy enough. The combat math does have a bit of an assumption that characters will pick up magic weapons and armor as they level up (or be using the consumable stuff regularly), but that's easy enough to do away with simply with inherent bonuses per tier.

The more problematic area might be how it'd restrict character choices; most of the 'non-magic' classes are on the simpler side of the complexity scale. Retaining, say, the improvisational powers of the wizard and bard would at least require significant reskinning at the very least, for players who were set on that feel.

And it'd potentially impose some new wrinkles and bounds on One Unique Things and some uses of Icon dice roll results that wouldn't be present in more freewheeling higher-magic default settings.

Aikireikinu

Tsundere Cat
Staff member Moderator RPGnet Member Validated User

Magic items are somewhat implicitly optional, and rather restricted compared to normal D&D.

There are one-use magic items (potions mainly), that anyone can use, and can be bought normally. Then there are 'true' magic items.

Characters are limited by level in how many true magic items they can use. All true magic items have a personality of sorts, and bond with their wielder (you can get rid of them, it's bonding as in how people bond, not like glue). True magic items' personalties also makes their wielder exhibit certain quirks based on the item, which have to be roleplayed.

For example, the Helm of Fortunate Dancing makes the person who has bonded with it be "Easily moved to dancing by rhythmic music, and taps foot when there is no music."

Generally, the more powerful the item, the more pronounced the quirk.

True magic items are rare enough in the world that they're effectively priceless. You can't go to the corner magic shop and buy a +1 sword. The rules suggest that trying to buy a true magic item would constitute an adventure in of itself. Likewise, selling one is very difficult as there are no established prices. The rules suggest that players dispose of unwanted true magic items by giving them as gifts to the Icons, or to other people that they want to reward, or curry favor with.

There aren't formal magic item creation rules. Instead, players, if it makes sense for them to be able to, can make magic items by roleplaying it out and completing an appropriately difficult task, as determined by the GM. So if a dwarf fighter wanted to forge a dwarven rune sword, the GM might allow it, but state that it has to use rare ores (requiring an adventure to obtain), be done when the moons and stars are in a certain alignment, using a forge on the top of a mountain located deep in the Lich King's territory, and the fighter needs to have a background that can be rationalized as applying.

Spells are quite a bit more restricted than normal D&D. All spell casting classes have mainly combat use spells (wizards can devote a spell slot to a utility spell that has non-combat applications). However, some spell casting classes (or spell casters that take the right feat), can cast rituals. Unlike 4th ed, rituals aren't defined. Instead, the spell caster spends minutes/hours/days etc (adjudicated by the GM) and uses one of their normal spells and explains thematically how that spell can be used to power the ritual's effect. Rituals shouldn't, in general, causes damage directly.

For example, let's say that a cleric wanted to let a grieving woman see her murdered siblings one last time, and give them a chance to say their goodbyes. There's no 'speak with dead' spell, so she performs a ritual, and uses her Blessing spell to power it, explaining that the blessing is granting the woman's wish to be able to speak one last time with her siblings. The GM agrees, and the siblings' spirits materialize and speak with the woman for an hour.

Finally, a note on resurrection. Clerics are limited in how many times in their life they can cast resurrection, with the casting time, and consequences for them, increasing each time. In addition, people can only be resurrected a certain number of times, and if they've been resurrected more times than a particular cleric has cast resurrection, there's a chance of the spell failing (and possibly killing the cleric).

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.
Age of scarce magic

This disruption could have led to a depletion or distortion of magical forces, making them more difficult to access and utilize. Furthermore, others attribute the scarcity of magic to the actions of mankind itself. It is argued that overexploitation and misuse of magical abilities by individuals and societies led to a draining of the world's magical resources. This overreliance on magic without proper understanding or respect for its powers eventually backfired, resulting in the diminished state of magic. The Age of Scarce Magic had far-reaching consequences for the inhabitants of the world. Magical creatures and beings that once thrived now struggled to survive. Magical artifacts and relics became highly sought after and valuable, as they were believed to hold residual magical energies. Magickal practitioners and scholars faced significant challenges in their pursuits, with many having to adapt their practices or seek alternative means of accessing magic. Despite the challenges presented by the Age of Scarce Magic, the human spirit persevered. Non-magical means of problem-solving and innovation became paramount, and humanity found new ways to thrive and progress. The scarcity of magic also sparked a renewed appreciation for its inherent value, leading to a rediscovery and preservation of ancient magical knowledge and traditions. As with all things in life, the Age of Scarce Magic eventually gave way to a new era. Whether through a natural resurgence of magical energies or through human efforts to reignite the magic of the world, magic slowly began to return. However, the lessons learned during this time of scarcity were not forgotten, and the world entered the new magical era with a deeper understanding and respect for the power of magic..

Reviews for "The Mysterious Disappearance of Magic: Fact or Fiction?"

1. Lisa - 2 stars
I found "Age of Scarce Magic" to be incredibly disappointing. The plot was convoluted and hard to follow, and I often found myself losing interest and having to re-read sections. The characters were one-dimensional and lacked depth, making it hard for me to connect with any of them. The writing style felt rushed, with minimal descriptions and world-building, leaving me feeling disconnected from the story. Overall, I just didn't enjoy this book and would not recommend it.
2. Mark - 3 stars
While there were some elements of "Age of Scarce Magic" that I did enjoy, such as the unique magic system, the overall execution fell short for me. The pacing was uneven, with long stretches of inaction followed by rushed, confusing action sequences. The author's attempts at creating suspense felt forced and predictable. Additionally, the dialogue felt stilted and unnatural, making it difficult to engage with the characters. Overall, "Age of Scarce Magic" had potential, but it ultimately failed to impress me.
3. Sarah - 2 stars
I had high hopes for "Age of Scarce Magic" after hearing so much buzz about it, but unfortunately, it did not meet my expectations. The world-building was minimal, leaving many details unexplained and causing confusion throughout the story. The protagonist was difficult to root for, as their motivations and actions often felt random and inconsistent. The plot itself lacked cohesiveness and was filled with unnecessary subplots that didn't add anything to the overall story. Overall, I was left feeling unsatisfied and would not recommend this book to others.
4. John - 2 stars
"Age of Scarce Magic" was a disappointment for me. The writing style was dry and lacked any sort of excitement or emotion. The characters felt like cardboard cutouts, with no depth or development, making it hard for me to care about their fates. The plot was predictable, and any attempts at twists felt contrived and forced. I struggled to finish this book and was left with a feeling of apathy towards the story as a whole. Unfortunately, I would not recommend "Age of Scarce Magic" to others.

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