Exploring the Wonders of Low Magic Age: An Experiential Guide

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A low magic age refers to a specific period in the history of a fictional world where magic is scarce or nearly extinct. In such a world, magical abilities and phenomena are extremely rare and difficult to come by. This concept is often contrasted with high magic ages, where magic is prevalent and accessible to many individuals. During a low magic age, the use of magic is usually restricted to only a few individuals or specific groups. These individuals are often revered or feared, as their magical abilities set them apart from the rest of society. They may be viewed as powerful figures, often holding positions of authority or influence.


Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Lizard Scion, Minotaur, Centaur), feats and spells, etc.

This leads to people s general way of life being made easier in a lot of ways, especially in The United Shard where subsistence farming was a major way of life. However, rumor has it that some radical elemental lords are deeply uncomfortable with this, and they consider it too hasty, even a sacrilege to do so.

Low magic age

They may be viewed as powerful figures, often holding positions of authority or influence. The scarcity of magic during a low magic age is typically attributed to various factors. It could be a consequence of a historical event, such as a war or cataclysm that disrupted the flow of magic in the world.

Low magic age

For arcane spellcasters, the endless mysteries contained in the Planes have a fatal allure, especially those of the Elemental Planes. Summon elemental spells or rituals known to adventurers, and the overwhelming combat advantage brought by a variety of powerful elemental allies, all attracted many spellcasters to indulge in.

The elemental lord takes it a step further. Years of intense research and even fieldwork have made the elemental lord more knowledgeable about all aspects of elementals than other spellcasters. He has studied the ways, means, origins, and formation of elementals, and instinctively knows an elemental’s strengths and develops an unbreakable bond with a powerful elemental companion.

Elemental companions are usually summoned through spells or rituals, and then bargained and contracted for a longer-term partnership. However, rumor has it that some radical elemental lords are deeply uncomfortable with this, and they consider it too hasty, even a sacrilege to do so. They prefer to spend huge amounts of resources, through various means, to reach the Elemental Planes, in order to an official visit and negotiate a partnership with the elemental of their choice, believing that the bond established in this way is more trustworthy.

Either way, as this bond deepens over time, the elemental lords kinship with the elemental companion deepens, blurring the line between master and servant. Eventually, the journey of discovery made both stronger, and even the elemental lord himself transformed into an elemental and became part of the elemental forces.

Base Classes: The knowledge required to learn the secrets of the Planes is arcane in nature, and thus this prestige class is filled mostly with wizards and sorcerers — though anyone else who meets the requirements may choose to take the journey of an elemental lord.

Role: Although rarely seen in adventure groups, once an elemental lord decided to become part of a group, with his powerful elemental companion, uncanny traits, and impressive spellcasting ability, in the front line or back row of the battlefield can be at ease, he will soon become reliable for other members.

Alignment: Similar to most arcane spellcasters who are addicted to a certain field of study, elemental lords spend their lives in pursuit of the mysteries of the Planes and the way to live in harmony with elementals. They have no time for morals and ethics, which are meaningless to them, so they tend to be neutral, neutral good, or neutral evil.

Non-adventurers: With a reliable elemental companion by his side, the elemental lord usually embarks on the journey of discovery alone, no need to group with other adventurers, unless as a last resort. Most adventurer groups certainly welcome the addition of an elemental lord (plus a powerful ally).

Prerequisites:

Caster Level: 10.
Skills: Knowledge (The planes) 8 ranks, Knowledge (Arcana) 4 ranks, Diplomacy 4 ranks.
Feats: Spell Focus: Conjuration, Augment Summoning.
Spells: Ability to cast level-2 arcane spells, Summon Elemental.

Class Features:

Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Average.
Good Saves: Fortitude, Will.
Key Abilities: Charisma, Intelligence, Dexterity.

Class Skills: Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18. ).

Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.

Class Abilities: Elemental Companion

At 1st level, an elemental lord picks his element of study: air, earth, fire, or water. This choice cannot be changed.

At the same time, the elemental lord gains an elemental companion of the type chosen that starts at Medium size. It grows larger every two levels thereafter (3, 5, 7. ). At 9th level it becomes an elder elemental.

The elementals level is always equal to the masters arcane level. If the elemental dies, the elemental lord takes damage equal to the elementals level, and also takes 1d4 points of damage to each ability score.

Elemental Form

An elemental lord gains the ability to turn himself into an elemental three times per day.

This elemental is an elder elemental of the elemental lord’s element of study, and its level is equal to the elemental lord’s arcane level.

The effect lasts for 12 hours, or until the elemental lord changes back.

Elemental Type

Over time, an elemental lord slowly turns into an elemental, gaining an elementals traits along the way.

At 2nd level, he gains darkvision 60 ft.

At 4th level, he becomes immune to sleep effects.

At 6th level, he becomes immune to poison.

At 8th level, he becomes immune to paralysis and stunning.

At 10th level, the elemental lord’s type changes to elemental, and he gains the subtype of the appropriate element. He becomes so much like an elemental that he loses the normal human orientation toward “front” and “back.” Like an elemental, he can’t be flanked and is no longer subject to critical hits.

Resistance/Immunity to Energy

An elemental lord gains resistance against the energy type associated with his element of study (air: electricity, earth: acid, fire: fire, and water: cold).

At 1st level, this resistance is 5. It increases by 5 every two levels thereafter (3, 5, 7. ). At 9th level, the elemental lord gains immunity to the energy type in question.

Damage Reduction

A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective), unless the attack is from a certain kind of weapon.

Auto Gained Abilities:

Lv 1 Elemental Companion (Medium), Resistance to Energy 5
Lv 2 Darkvision 60 ft., Damage Reduction 1/-
Lv 3 Elemental Companion (Large), Resistance to Energy 10
Lv 4 Immunity to Sleep, Damage Reduction 2/-
Lv 5 Elemental Companion (Huge), Resistance to Energy 15
Lv 6 Immunity to Poison, Damage Reduction 3/-
Lv 7 Elemental Companion (Greater), Resistance to Energy 20
Lv 8 Immunity to Paralysis and Stunning, Damage Reduction 4/-
Lv 9 Elemental Companion (Elder), Immunity to Energy
Lv 10 Elemental Form, Elemental Type, Cannot Be Flanked or Critical Hit, Damage Reduction 5/-

Others:

Fixed: workshop submitting bug (error code: 9)
Fixed: no enough selectable spells when level up Mystic Theurge
Fixed: AC (flat-footed) excludes monk's AC Bonus

New Adventure Mode Dev Preview #2: Villages and Farms

In addition to internal buildings and facilities, farms outside a village also belong to the village. Villagers will periodically labor in farms, and monsters may attack villages, farms, and other affiliated facilities.

Cities

Compared to villages, cities occupy more tiles and have more affiliated facilities.

Next, we'll work on (rough list):

Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Lizard Scion, Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

In order to apply a set of rules designed for a pen-and-paper game to a computer game, many rules in the open game content had been adjusted or improved.
Low magic age

Other times, it may be a result of a decline in magical knowledge and practice, with ancient spells and rituals lost or forgotten over time. In a low magic age, the absence of magic often leads to a reliance on mundane means and technology. People may turn to science, innovation, or other tangible resources to solve problems and accomplish feats that would have been achieved through magic in a high magic age. This can create a distinct flavor and atmosphere in the fictional world, with a focus on non-magical pursuits and advancements. However, the low magic age does not necessarily mean that magic is completely nonexistent. There may still be remnants of magical artifacts, relics, or powerful beings from a bygone era, awaiting discovery or rediscovery. Quests and journeys to uncover hidden sources of magic can become a central theme in storytelling during this age. The low magic age can offer a unique narrative challenge for writers and creators, as they must find ways to balance the scarcity of magic with compelling narratives and character development. It can also provide an opportunity to explore themes such as the loss of ancient knowledge and the impact of technology on society. Overall, the concept of a low magic age adds an intriguing layer to worldbuilding, allowing for exploration of the dynamics between magic and non-magic elements. It offers a fresh perspective and a chance to delve into the potential consequences and implications of a world with limited access to magic..

Reviews for "Living in a Low Magic Age: Navigating the Challenges and Rewards"

- Tom - 1 star - I had high hopes for Low Magic Age, but I was sorely disappointed. The game lacked a compelling storyline, and the characters felt flat and uninteresting. The magic system was confusing and hard to grasp, making it even more frustrating to play. Overall, I found it to be a lackluster game that didn't live up to its potential.
- Emily - 2 stars - I found Low Magic Age to be quite underwhelming. The graphics were outdated and the gameplay felt repetitive and monotonous. The quests were unengaging and didn't offer much of a challenge. Additionally, the combat mechanics were clunky and poorly executed. I was hoping for a more immersive and exciting experience, but unfortunately, this game fell short.
- Alex - 1 star - Low Magic Age was a complete waste of my time and money. The game was riddled with bugs and glitches that made it almost unplayable. The controls were frustratingly unresponsive, and the AI of the enemies was laughably bad. The lack of attention to detail in this game was apparent, and I regretted ever purchasing it. I would not recommend this game to anyone looking for a polished and enjoyable gaming experience.
- Sarah - 2 stars - I was disappointed with Low Magic Age. The world felt empty and devoid of life, with very limited interaction with non-playable characters. The choices seemed to have little impact on the overall story, making it feel linear and predictable. The lack of a multiplayer feature also made it feel isolated and lonely. While it had its moments, the overall experience left much to be desired.

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