The Veil and The Weave is a DND 5e campaign starting on the Sword Coast, approximately 25 years after the creation of The Veil.
There are some core rule changes that all players need to be aware of, and some thematic elements that have started because of The Veil. First, the rules . . .
1) All users of Magic – Clerical or Arcane must develop Attunement or suffer significant penalties when casting.
– all spells with a normal casting time of less than 1 hours have a casting time 10 times longer
– all spells are Ritual spells and have a Verbal, Somatic and Material component. If none are specified in the Player’s Handbook, the DM will assign the missing component.
– Partial Attunement reduces the casting time to only 5 time longer than normal.
– all spells can be cast with their normal cast time and are no longer Rituals
– all spells have their normal components
– after having Attunement for 5 levels with a given spell, one of the casting components can be eliminated from the casting cost. This is known as Greater Attunement, and occurs every 5 levels a spell is known and can ultimately eliminate all components as part of the casting cost of a spell.
– Attunement is gained after having known a spell for a period of time – either actual tim eor levels of experience.
- once a spell is learned, the user has no Attunement with the spell and suffers the full penalty.
– after knowing a spell for 1 lvl or one year, the user gains Partial Attunement
– after knowing a spell for 2 lvls, or two year, the user gains full Attunement
– after knowing a spell for 5 levels or 5 years, the user gains Greater Attunement
2) Iron is very disruptive to Magic. Any more than 6 oz. on the caster’s person will cause them to be disadvantaged, or the subject of the spell advantaged, whichever is appropriate.
3) Direct sunlight limits the effectiveness of magical energy passing through The Veil. As such, direct sunlight will cause the caster to be disadvantaged, or subject of the spell advantaged, whatever is appropriate.
4) The Market has changed. Magic is becoming more rare and precious, and this has spurned some hoarding of magic items by wealthy individuals, families, governments, churches, etc. There is a pervasive worry that the Veil may worsen and prevent the future creation of magical items, driving their value to new heights. Expect 100-500% increase in the relative value of all magic items. Also expect a correspondingly greater reward when hired to acquire them. Adventuring has never been more lucrative, or crowded as everyone wants to get in on the rush.
Consumable magical items have actually become more available but more popular. Expect there to be free access to common potions and scrolls at their regular prices.
Masterwork items exist (as per 3.5 rules) and are becoming increasingly in demand as magical items become priced beyond what any normal adventurer could pay. Expect to pay typical Masterwork Prices.
5) Times have changed. Many stories exist of a young Wizard or Priest lured to easy Attunement by the sacrifice of a parent, sibling or innocent child, then fleeing their home to live as a wandering magical vagrant of sorts. There are tales of blind wizards living in mountain caves claiming unknown powers. There is even a sect of child-wizards in Thay that have sacrificed their left hand to gain Attunement before the age of 10! Today there is an overall prejudice against those who practice magic, especially if they are young, or not affiliated with a respected lord, church or divine following. Even simple magics will bring negative attention as the population is keenly aware of the short-cuts to Attunement. Magical schools and orders have become very conservative in their approach to teaching, and are increasingly aware of the draw toward quick Attunement with what Cyric, Shar and Lolth offer their followers. Many magical orders have become secluded, or hidden under the protection of a powerful lord. The practice of Magic is becoming limited as many laws against its open, ungoverned practice are now in effect. In Lawful societies and most nations, Magic is increasingly becoming controlled by the established powers in those lands.
6) Evil is growing in the land. It is no longer unusual to see marauding bands of thieves and brigands pillage the land with an evil cleric or Sorcerer devoted to Cyric, Shar or another evil deity in their midst. The ready access to magic these evil-doers possess, especially at night, make them challenging foes for the defenders of good in the world. Bit by bit, evil is carving out footholds across the land, and many believe there may be a concerted effort in the near future to unite the disparate elements under one terrible banner and begin a significant conquest.