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Topic: WFRP, Hedge Magic, and Skills
Started by: MonkeyWrench
Started on: 3/2/2004
Board: The Riddle of Steel


On 3/2/2004 at 5:02am, MonkeyWrench wrote:
WFRP, Hedge Magic, and Skills

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

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On 3/2/2004 at 4:34pm, Dan Sellars wrote:
RE: WFRP, Hedge Magic, and Skills

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.

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On 3/2/2004 at 7:44pm, MonkeyWrench wrote:
RE: WFRP, Hedge Magic, and Skills

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?

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On 3/2/2004 at 9:46pm, Dan Sellars wrote:
RE: WFRP, Hedge Magic, and Skills

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.

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