The Magical Creatures of the Low Magic Era

By admin

The term "low magic age" refers to a time period in history when magical practices and beliefs were prevalent among the general population. This era is often characterized by a widespread belief in supernatural forces and the use of magic for various purposes. In a low magic age, individuals regularly turned to magic for healing, protection, and guidance. It was believed that certain individuals possessed the ability to harness and manipulate these magical energies, often referred to as witches, wizards, or shamans. These individuals would use various rituals, spells, and potions to influence the natural world and bring about desired outcomes. During a low magic age, the line between the natural and supernatural realms was blurred.


“The final pattern of this game will be turn-based tactical combat + adventure sandbox. At present the primary gameplay, turn-based and party-based tactical combat with the Arena mode, has been completed, players who just like combat would be able to get a lot of fun. So we release the Early Access version to collect players' feedbacks. And then continue to develop another core content: the Adventure/Story mode.

What this means is that people trained in magic can create crystals that when used cast spells, and anyone not trained in magics now has access to them on a mass scale. 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.

Lown magic age

During a low magic age, the line between the natural and supernatural realms was blurred. People would rely on charms, amulets, and talismans to ward off evil spirits or bring good luck. The practice of divination, such as tarot card reading or astrology, was also common during this time as a means to gain insight into the future.

Lown 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).

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.
Lown magic age

Religion often played a significant role in the low magic age, with belief systems incorporating both magical and spiritual elements. Some religions embraced and incorporated magical practices into their rituals and ceremonies. Others viewed magic as sinful or superstitious, leading to persecution and witch-hunts. The low magic age could be found in various cultures and civilizations throughout history, such as ancient Egypt, medieval Europe, and precolonial Africa. The level of acceptance and prevalence of magical practices varied among societies, but it was often an integral part of people's daily lives. Over time, as scientific explanations and advancements became more prominent, belief in magic began to decline. The rise of organized religions that discouraged or punished magical practices also contributed to the fading of the low magic age. Today, remnants of the low magic age can still be found in certain regions and cultures where folk traditions and herbal remedies are still practiced. However, in most modern societies, magic is seen as a form of entertainment or curiosity rather than a widely accepted belief system. The low magic age remains a fascinating chapter in human history that sheds light on our enduring fascination with the supernatural and our desire to control and understand the unknown..

Reviews for "The Role of Low Magic in Healing and Medicine"

1. Jane - 2 stars - I couldn't get into "Lown Magic Age" at all. The writing felt disjointed and the characters lacked depth. The story seemed to jump around without much explanation, making it hard to follow. The world-building was also lacking; I never felt fully immersed in the fantastical setting. Overall, I was left feeling disappointed and disconnected from the story.
2. Mark - 1 star - "Lown Magic Age" was a complete letdown for me. The plot was predictable and cliché, with no originality or surprises. The dialogue was stilted and unnatural, making it difficult to connect with the characters. The pacing was all over the place, with slow moments that dragged on and rushed action sequences that lacked detail. I was hoping for a captivating and enchanting read, but instead, I found it to be dull and unengaging.
3. Sarah - 2 stars - I struggled to find any enjoyment in "Lown Magic Age". The writing style was overly descriptive and convoluted, making it hard to comprehend what was happening. The characters were forgettable and lacked any real development, and the plot felt scattered and disconnected. There were also many grammatical errors and typos throughout the book, which only added to my frustration. Overall, I found "Lown Magic Age" to be a tedious and disappointing read.
4. David - 2.5 stars - While "Lown Magic Age" had an interesting concept, the execution fell flat. The pacing was uneven, with slow parts that made me lose interest and fast-paced moments that left me confused. The world-building was underdeveloped, leaving many unanswered questions about the magic system and the overall lore. The protagonist's motivations were unclear, and their decisions often felt arbitrary. Unfortunately, I couldn't fully immerse myself in the story and ultimately found it to be a lackluster read.
5. Emily - 3 stars - "Lown Magic Age" had potential, but it failed to deliver on its promises. The writing was mediocre at best, lacking depth and emotional resonance. The plot felt disjointed and numerous subplots were left unresolved. The characters were one-dimensional, and their actions often felt forced or out of character. While there were occasional moments of intrigue, the overall story left me unsatisfied. I wouldn't recommend "Lown Magic Age" to anyone looking for a captivating and well-crafted fantasy novel.

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