Jump to content

Celtic Viking

Member
  • Posts

    13
  • Joined

  • Last visited

Posts posted by Celtic Viking

  1. On 1/17/2016 at 8:48 PM, Questbird said:

    One of the magic systems I use is the Maelstrom magick system. It is elegant, freeform and subtle, and encourages strategic and situational thinking by the mage player. It is particularly good for low-magic settings. 

     

    I remember this one from when I was doing research on HARN!  It is perfection for my Sorcery idea!  I even have that thread bookmarked and then completely forgot it existed!

    Thank you

    • Like 1
  2. 2 hours ago, thefub said:

    You may want to read through your Advanced Sorcery book. 

    As stated above Deep Magic( Advanced Sorcery page 20) seems very similar to chaos or wild magic you described. The sorcerer chooses spell affects based on spheres and glyphs that manipulate the forces of magic. The system is a bit of a mess to me but I have seen some members offer some customized ideas for it. 

    Another suggestion was to use summoning magic to bind demons, spirits, and elementals. Advanced Sorcery page 33 starts the chapter on the summoning arts. Binding demons allows sorcerers to use those demon's powers and abilities. It is extremely powerful and depending on your world may need some reining in.

    I will give the Deep Magic a read through then.

    For the summoning, I suppose it could work, if there was a way to replace the Binding with a Boon system. Sort of I pay X MP for Y result type of thing.

    More reading required :)

    Cheers!

  3. 10 hours ago, Nick J. said:

    Channeling sure sounds like summoning and binding demons/elementals/spirits and then drawing on the power they provide. You could certainly flesh it out a bit more with rules for making pacts and bargains.

    Tell me more please?

    Pacts and bargains?

  4. Perhaps I need to explain what I mean by wild magic or chaos magic a bit clearer.

    I want to move that rock.  I don't randomly cast "Move Rock" spell, but I focus my willpower and move the rock.

    So I would probably have to have a set of definers, and the more I hit and the larger the effect, the more Magic Points it would cost.

    If that makes sense.

    The other suggestions seem on point though.

    Cheers!

  5. Here's more details.

    1] Basic spellcasting covers the spells, no problem.

    2] the Sorcer idea is wild magic, they create effects, not pick from a list of spells.  That's the key, it's meant to be like the Will and the Word from the Belgariad.

    3] Channeling isn't to get spells, but powers.  The one thing that drives me NUTS in D&D is that Divine and Arcane magic are just two lists of the same damn thing, spells.  I want something special, something more.

    I'll look at some of your suggestions and see if any hit the spot! :)

    Cheers!

  6. Hey there,

    Yes I have the PDF of Advanced Sorcery already.

    In my homebrew setting there are 3 distinct forms of magic;

    1] D&D style Spellcasters, they follow recipes and get the same results every time.

    2] Sorcerors: They don't use spells, they just harness magic to get effects.  Sometimes called Wild Magic or Chaos Magic

    3] Channelers: They beseech outside powers for magic

    What BRP/RQ/MW magic systems would best cover these for me?

    Thanks in advance!

×
×
  • Create New...