Rules Index | GM Screen


GameMastery Guide / Running a Game / How to Run a Game / The Science of GMing / Unusual Campaigns

No Spellcasters

Source GameMastery Guide pg. 43
Though technically a broader example of the “no healers” variant, a campaign with no spellcasters at all has an entirely different set of problems. Most adventures assume that a typical party has one arcane caster and one divine caster; without any magic at their disposal, the PCs may have a hard time dealing with monsters that are resistant to physical damage but vulnerable to magic. Even something as simple as a swarm (immune to weapons but vulnerable to area attacks) becomes a significant challenge when the PCs don’t have magic. Conversely, an otherwise challenge-appropriate monster that has a high spell resistance may actually end up weaker than a “normal” creature because its CR assumes the PC spellcasters are going to have trouble—a hindrance a no-spellcaster party completely ignores. Keep an eye out for monsters with high DR, high SR, or vulnerabilities to magical attacks (including cold and fire vulnerability); these are likely to be more or less difficult than expected.