The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 03:40:19 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Inactive Forums
The Riddle of Steel
WFRP, Hedge Magic, and Skills
Pages: [
1
]
« previous
next »
Author
Topic: WFRP, Hedge Magic, and Skills (Read 1106 times)
MonkeyWrench
Member
Posts: 160
WFRP, Hedge Magic, and Skills
«
on:
March 01, 2004, 09:02:16 PM »
Like many others I've decided to use TRoS to run a Warhammer Fantasy Roleplaying game. ANd like many others I've found Riddle of Steel's magic system wanting when it comes to WFRP. What I'd like to do is create a list of skills that would replicate 'hedge' or folk magic. The closest thing I can think of is FFG Midnight's charms. the could be a skill for potion making, warding, etc and their effects would be semi-magical.
What I don't have is a comprehensive list of skills that I could add to the game. Of course astronomy, Folk Lore, and herbalism can already simulate some of these effects. Does anyone know of any good websites or books related to this sort of thing - specifically as it pertains to RPGS? (No books on actual historical hedge magic please).
Second off I wish to translate the various colleges of magic from Warhammer into TRoS vagaries, replacing the existing ones. Using a combination of toning down the effects, imposing limits on how many points may be spent in vagaries, and tweaking casting times I hope to create a versitile magic system that can be somewhat viable in combat, but still retains that TRoS feel to magic.
Here's a rough sketch of the various colleges and their associated skills...
Sapphire/Celestial - magic of the heavens, divinations, weather magic, etc- astronomy
Ruby/Fire - the magic of passion and emotions, possible some of the more blatant pyrotechnic magic at higher levels - Orate
Amber/Earth - magic of the earth, magic of healing and nurtuting, of building and creation - ???
Jade/Green - magic of growing things and life, a focus on animals and plants, along with Amber magic it is considered 'druidic' magic - first aid
Amthyst/Purple - the magic of the dead, communication with spirits and divinations, harnessing the energy of the dead, necromancy - meditation
Pearl/White - 'holy' magic, magic of divine power and ceremony, magic of community and purity - theology
Onyx/Black - 'unholy' magic, magic of fear and power, magic of malice and of anger - ???
Gold - magic of enchantments and physical power, it is the magic of artificers and makers - craft/trade
Chaos - the magic of reckless change and the forbidden unknown, the magic of corruption and secrets, the quick path to power
Any thoughts on what the various effects could be? Any comments?
-Jim
Logged
-Jim
Dan Sellars
Member
Posts: 82
WFRP, Hedge Magic, and Skills
«
Reply #1 on:
March 02, 2004, 08:34:07 AM »
As for the magic did you see the recent warhammer post?
cegorach had some stuff relating to Warhammer that was pretty good.
wrt Hedge Magic there is a book by Terry Brooks (of Shannera fame) called The Compleate Fantasy Reference (i think) I skimmed though it a few years ago. If you can get a copy it may be of help.
hth
Dan.
Logged
MonkeyWrench
Member
Posts: 160
WFRP, Hedge Magic, and Skills
«
Reply #2 on:
March 02, 2004, 11:44:40 AM »
I'll have to check out the thread. All I have to go on is the recent WFB take on magic, not quite suited to roleplaying I must say.
Do you know if the Realms of Sorcery book has some good stuff in it?
Logged
-Jim
Dan Sellars
Member
Posts: 82
WFRP, Hedge Magic, and Skills
«
Reply #3 on:
March 02, 2004, 01:46:58 PM »
I think that if you can get hold of it, it would be worth getting. Having said that I havn't read it my self ;)
You might want to check out:
http://www.warhammeronline.co.uk
as they did have some articles on how they were implementing magic in the forth comming mmorg. Even if the game dosn't interest you some of the backgound stuff is good.
hth,
Dan.
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum