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    Dwarf in the Playground
     
    AeonsShadow's Avatar

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    Default World of Fluxx (3.5)

    So I'm trying to create a world for 3.5 where the powers of the Arcane have destroyed the land once before, erasing all high arcane from the world through what amounts to the magical version of Atlantis.

    The world itself has revived itself but is still in the ages of the Aftermath, magic knowledge was Crippled. The land itself still suffers the effects in many ways, as if GODS THEMSELVES fought on the lands. From a river a mile wide that rises into the sky, to barren wastes where wild magic prevails.

    Another thing is the ability to enchant or create magic items is gone, having been lost in the old world.

    The main story line will see the characters diving into the depths of the caves, chasms, and Various buried places of the world, searching for likewise buried and lost magical treasures that can earn them riches and more. Many of the items found will be everyday enchanted items whose enchantments have mutated.

    A good example is a tea kettle they find early on; It's original enchantment was to heat the water put in it but over the years, the wild magics of the new world affected it in that it now sprays scalding hot water in a constant gushing stream when activated.

    Magical items in this world were MOSTLY DESTROYED in this world. the more complex the spell the more likely it was destroyed. In fact, the only TRUE MAGICS ENCHANTMENTS to survive The Great War of the Magus were basic items like Enchanted housewares whose magics were changed from the fallout, and Magical Augment stones, including a few various Magic crystals that grow naturally in the wild magic zones. (more on those later)

    Among the problems I'm having is

    A: how do I go about creating a low magic game like this? How should I go about limiting magics without ruining the classes?

    B: what magics should I put in my augment crystals? as for the must be magically enhanced issue we will be employing a System for that using different metals for different levels of magic crystals.

    C: Should I nerf clerical powers too or leave them be as it was mostly magecraft in the war?

    D: any ideas for fun "magical" items they could find? Most any item they find will go to the Guild they are a part of anyways in order for them to be compensated with GLORIOUS GOLD~!
    Last edited by AeonsShadow; 2015-09-02 at 10:46 PM.
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    The Sacred Tools

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    Default Re: World of Fluxx

    Reserved for Magical crystal info
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    The Sacred Tools

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    Default Re: World of Fluxx

    Reserved for world info
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    Default Re: World of Fluxx

    Reserved for history/ Misc info
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    Default Re: World of Fluxx (3.5)

    Oh, AeonsShadow! It's been a long while; so good to see you! How is everything going?

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    Default Re: World of Fluxx (3.5)

    Quote Originally Posted by TaiLiu View Post
    Oh, AeonsShadow! It's been a long while; so good to see you! How is everything going?
    good ^^ just trying to survive. Nice to see an old face XP
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    Default Re: World of Fluxx (3.5)

    Quote Originally Posted by AeonsShadow View Post
    good ^^ just trying to survive. Nice to see an old face XP
    Charmed, as always. So, what's this new world of yours about?

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    Default Re: World of Fluxx (3.5)

    Quote Originally Posted by TaiLiu View Post
    Charmed, as always. So, what's this new world of yours about?
    Well the basics of it is that it is set in an age after a great long forgotten war. Basically the last age was one of magical supremacy. Everything in that age was dominated by wizards.... until they delved into things they couldn't control. Their lust for knowledge and power caused a sort of magic H-bomb that wiped out most magic, killed almost every mage, ruined the land where it originated at, and caused magical backlashes that made it so no one could do magic for nearly a hundred years.

    Fast forward to our time period. The players work as Hunters of rare and magical objects from the past for their guild. They are allowed to keep anything they find so long as its magic isn't extremely dangerous or unstable. Most magical tools were destroyed, but simple ones like basic tools survived. Thier magics though were changed because of the 100 years of chaotic magical effects running amok. a teapot made to serve perfect tea for example could now just spray scalding water like a geyser. a Magical sculptors tool could just cause Stone to Mud now. Or an umbrella designed to never let you get wet from the storms and rain could cause a line of lightning. sometimes the uses are benign, sometimes not so much.
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    Default Re: World of Fluxx (3.5)

    Oh, okay. Best of luck in creating it, then!

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