auyl Posted June 24, 2014 Share Posted June 24, 2014 This is an art free (to keep costs low), Renaissance based RPG for all to enjoy! A good chunk of it is familiar with a couple rules changes in regards to movement and additional actions. The biggest changes are in the magic and equipment chapters which add many ships and spells from Legend along with 80 new spells between the two types of magic presented. The rules for magic are also different and unique for all divine and sorcery magic users. As well there is a full and detailed bestiary with plenty of new monsters for use in any d100 system. Hope you enjoy! Find it here! Quote Get all our products at our website: www.devotedpublishing.com Check Solace Games out on Facebook here! Link to comment Share on other sites More sharing options...
Prime Evil Posted June 25, 2014 Share Posted June 25, 2014 Nice work - I can see several new rules elements that I could use for my own games. The new rules for familiars look solid. The conversions of classic d20 monsters look nice, although some of them are overpowered for a typical Renaissance / d100 game.... They might work very well as otherworldly horrors in a Solomon Kane style setting though. Quote Link to comment Share on other sites More sharing options...
Omro Gamer Posted June 25, 2014 Share Posted June 25, 2014 Could you tell me more about what makes your magic unique? and do you have any plans for a POD version? Quote Link to comment Share on other sites More sharing options...
auyl Posted June 25, 2014 Author Share Posted June 25, 2014 Well for one there is no Common (or any Legend equivalent) magic it's all broken down into Divine, Sorcery and Spirit Divine is ruled by a Spirit attribute which determines how powerful your spells can be. When casting a divine spell you pick how powerful a magnitude spell you want to cast, the more powerful the more of a penalty to cast it. If you succeed then the spell goes off no problem, if you fail you gain fatigue. There is no MP cost to cast Divine Spells. Sorcery is ruled by the typical MAG attribute, but all Sorcery spells cost 1 MP and no fatigue unless you fumble a Sorcery test when casting in which case you'll incur a level of fatigue. The spells that you cast are more powerful depending on how high your MAG attribute is, but they all cost the base 1 MP to cast. Spirit magic is also determined by the Spirit attribute and that determines how many spirits you can bind or command instead of a rank in a faction/cult. And of course there are dozens of new spells for both Divine and Sorcery magic that you won't find anywhere else as well as many angel and demon spirits in the bestiary to use for your Spirit magic. Yes, there will be a POD version. I'm just waiting for the printer proof to come in and if it's satisfactory, it'll become available. Hopefully that'll be soon! If you have any more questions please ask! Quote Get all our products at our website: www.devotedpublishing.com Check Solace Games out on Facebook here! Link to comment Share on other sites More sharing options...
auyl Posted July 11, 2014 Author Share Posted July 11, 2014 Print On Demand now available at the above link! Quote Get all our products at our website: www.devotedpublishing.com Check Solace Games out on Facebook here! Link to comment Share on other sites More sharing options...
auyl Posted August 9, 2014 Author Share Posted August 9, 2014 For those of you who didn't know: Magic & Flintlock is now on sale until the end of GenCon! The PDF is $4.00 USD and the POD is $16.00 USD. That's a few dollars in savings so be sure to grab your copy today! Follow the link in the OP to get to the product page! Quote Get all our products at our website: www.devotedpublishing.com Check Solace Games out on Facebook here! Link to comment Share on other sites More sharing options...
Archivist Posted October 17, 2021 Share Posted October 17, 2021 Is there a way to get this product anymore? Quote Link to comment Share on other sites More sharing options...
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