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Found 27 results

  1. As you know, not all spells are equal, and some are more effective than others. I made this list so that Keepers and Players can have a rough idea on how useful a given spell is likely to be to PCs. I've only included spells in the Keeper's Guide, and omitted spells found in the Grand Grimoire and other sources. Note that of course, Keepers are free to modify spells in any way they wish. The ratings assume that the spell are used as described in the rulebook. I use the following color scheme: Sky Blue: AmazingBlue: GoodBlack: DecentPurple: BadRed: Horrible Combat Spells Breath of the Deep: Good combat spell against creatures that need to breath and have low POW & CON. Best used for stealthy assassinations - can be cast from far away and without sound. Unfortunately 8 magic and 1d6 sanity is rather high. Clutch of Nyogtha: Requires concentration, does slow damage (1d3 a turn), has a high magic cost, & require a POW roll each turn. The 1D20 sanity cost kills it. Create Mist of R'lyeh: Smoke bombs that only cost a mere 2 magic points, no sanity, and can be cast instantaneously! Black if actual smoke bombs are readily available Death Spell: Absolutely awful spell that's pretty much strictly worse than Breath of the Deep. Absurd magic & sanity cost, high casting time, constant POW rolls, ridiculously low range. It's junk, and possibly unusable because of the 24 mp cost. Dominate: "Shoot/stab yourself" make great commands. An instantaneous casting time, a mere 1 sanity & 1 mp cost makes this amazing. Dust of Suleiman: Powerful spell against planar beings - but the main difficulty is locating the Egyptian mummies. Dread Curse of Azathoth: The 4 mp cost & 1d6 sanity cost is high - it's probably best to outright cast a combat spell instead of merely reducing the POW of a target. Sky Blue if used to setup a Mind Transfer spell. Enthrall Victim: The main issue is that the enthralled creatures is easily relieved of the trance. Low magic (2mp ) but high sanity (1d6) cost make this ok. Evil Eye: Excellent debuff, especially against enemies using firearms. Can't be resisted, but making the caster bleed breaks the spell. Wonderful combo with Flesh Ward. Fist of Yog-Sothoth: Best used to knock off enemies into environmental hazard or out of cover. Decent change for a knock-out if 10+ mps are used and the target isn't heavy. The high mp & sanity costs make this difficult to use regularly, though. Implant Fear: The lack of save makes this quite useful. Keeper may determine that determinant opponents can overcome their fear. Too bad it takes 12 mp and 1d6 sanity to cast Mindblast: Bouts of insanity are unpredictable, and cultists & mythos creatures can't experience bouts of madness. Costs 10mp & 1d3 sanity Melt Flesh: 5 rounds casting kills the spell. Red Sign of Shddle M'ell: Could potentially paralyze multiple creatures and do damage to many more, but high (1d8) sanity cost. Best used against melee enemies or while under heavy cover. Separate Binding: Amazing if facing the corresponding horror that is unbounded - the 1 sanity cost is super cheap. The odds of finding the corresponding creature unbounded is low, though. Shriveling: Good damage to mp ratio but high sanity cost makes this only usable in very dire circumstances. Song of Hastur: Takes 3 turn to cast. 1d4 sanity each round is really harsh - I would only use this defensively Wither Limb: Does 1d8 damage for 1d6 sanity, and presumably impairs the affected limb. If not, Shriveling is better. Wrack: Paralyzing spell that disables a target for at least 3 minutes, and costs a mere 3 mp & 1 sanity. Buffing Spells Apportion Ka: Makes you unkillable - until someone figures out they can destroy your brain. With this on, you'll likely survive all fights unless your party straight up abandon you once you fall unconscious. The lungs are probably best to remove so to become invulnerable to suffocation - you'll be able to spam toxic gases, smoke, and the like on your enemies. Easily worth 5 POW and 2D10 sanity. Body Warping of Gorgoroth: Useful for a disguise, but the 5 POW & 2d6 sanity cost discourages its routine usage Bless Blade: Niche spell, but highly useful if facing enemies that can't be harmed by mundane weapons. Chant of Thoth: Occasionally helpful when soling an intellectual problem, but the 1d4 sanity cost discourages its use Consume Likeness: The 5 POW cost and especially 1d20 sanity cost means you should only cast this if the identity is desperately needed. Even then, the illusion is broken if you lose any hitpoint. Flesh Ward: Amazing! 1d4 sanity is nothing for a spell that can possibly quadruple your effective hp. Plus, you don't actually take damage while under this spell's protection, so no CON roll to stay conscious. Voorish Sign: Highly dependent on Keeper, but I would assume the effect to generally be worth at least 1 sanity. Utility Spells Brew Space-Mead: How much do you want to journey through space? For almost all campaigns, not at all, but for a few that might be the whole point. Cause/Cure Blindness: Cure Blindness is invaluable if you do face the condition. Cause Blindness can impair a tough enemy, at any range. High casting time and sanity cost discourage routine use. Cloud Memory: Low cost spell best used to infiltrate or steal without raising an alarm Create Barrier of Naach-Tith: High sanity cost (1d10 to each caster) and high casting time (1 minute) make this situational. Curse of the Putrid Husk: Let me get this straight - you lose 10 sanity, for a chance to make the victim lose 1d10 sanity?! Elder Sign: Probably the best way to close a portal, but the 10 POW cost is going to hurt. Green Decay: Highly dependent on the Keeper letting the target accept the green leaf willingly. With a 10 POW cost, it's hard to justify this unless absolutely needed. Mental Suggestion: Creative suggestions can bring a lot of value, and unthreatening suggestions are cheap. 3 rounds casting time means it is best used out of combat. Mind Exchange: The 1d3 sanity cost to both the caster & target kills the spell. Mind Transfer: Good if you can capture a physically strong creature with low POW and steal their body. The chance of losing the character outright make this best used by very old or maimed characters. Sky Blue if Dread Curse of Azathoth can be used to lower the target's sanity first, Red if the caster is too moral to make use of it. Mirror of Tarkhun Atep: Could be used to gain clues on where the target is hidden. Cost is mercifully low. Powder of Ibn-Ghazi: Amazing against invisible creatures, but the availability of the ingredients is fully dictated by the Keeper. Resurrection: Bringing back someone to life is invaluable, and almost always worth more than 1d10 sanity. Warding: Really neat spell that let you set up all kinds of remote alerts for a few mps and no sanity. Wave of Oblivion: Require being near the ocean, a casting time of 1 hour, and 1d8 sanity per caster. Super niche, and most Mythos creatures don't care much about being undersea. Words of Power: Used creatively, can be extremely powerful. You can incite mass riots or convince a group of cops to help you. Unfortunately, using this spell may bring unwanted attention to yourself, and the targets may retaliate if they understand they have been manipulated. Summoning/Contact/Banishment Spells Banishment of Yde Etad: Cheap spell, and can be cast far from the target to straight up banish it permanently. Won't work on high POW creatures, and low POW creatures may not be worth the hassle. Call Deity: Leave it to the cultists. Contact Spell: Low cost spell, but require substantial research & resources to strike a proper bargain Contact Deity Spells: Leave it to the cultists Create Zombie: High magic cost makes this impossible to cast for most characters; the zombie is dumb, does low damage, and has low brawl skill. Not sure how you can make any use of it. Enchantment Spells: Highly dependent on the usefulness of the related summoning spell. If a POW roll is required, the character who enhance the object should give it to another character with full POW. Dismiss Deity: Highly effective provide you can teach this to a large group. No checks except a flat % percentile roll that increases with magic point spent. No sanity cost as well! Prinn's Crux Ansata: Powerful ankh that can banish creatures with an opposed POW roll for 1 mp, or for more mps with the possibility of getting an extra dice for the POW check. The required 3 round chants to use the ankh is unfortunate, however. Summoning Spells: Highly dependent on how many POW rolls the Keeper requires - excellent if the Keeper doesn't require any. Value also depends on the specific creature summoned, how it behaves, and if the corresponding Enhancement spell is available.
  2. Version 1.0.2


    A collated list of the Magic World and Advanced Sorcery spells. Arranged alphabetically by category (Sorcery, Necromancy, Rune Magic, etc. MP cost Effects Range Source and page number. There is a field for "Type" that you are free to use or ignore which is for a house-rule I use for keeping track of Black Magic, and affects to Allegiance through spell-casting. The .docx file can be used to add/delete whatever want .
  3. I have submitted a monograph set in the Southern Reaches -- and Nick thought it might be out by Gen Con... Back text: Is Horsechester a typical village of the Southern Reaches? Hardly. Built around an ancient wall, or chester, the village is home to Equerry of Drumhold, the noble charged with maintaining Barron Drum’s fighting horses. Not the great warhorses of the knights, but rather the hundreds of horses used to wage the barons wars. The horse market in the village attracts wealth, and wealth attracts adventurers. And all of this is built on top of ancient sites dating to the time when the Fey ruled the Southern Reaches. This Magic World monograph details the village of Horsechester, several of its institutions, and has three loosely coupled adventures all starting in Horsechester and ending in trouble. The adventures work for beginning characters, and the first can be used to bring to either bring adventurers together, or with an existing group. In Horsechester adventurers will encounter scheming ogres, raiding orcs, swarms of undead, and a lot of bad weather. And I have added two of the maps to the download section: Magic World Monograph Maps -- Horsechester - Downloads - Basic Roleplaying Central
  4. Sunwolfe

    Spell levels and INT

    Greetings MW-Users, My queries concern spell levels and memory. A 16 INT spell-caster wants to add Sorcerer's Talons (1-4) @ level-three to her repertoire, taking up three slots in her memory "...book shelf...". She now has 13 levels/slots left (16-3=13). All well and good, but then with narrowed eyes she asks, "I'll also be able to cast this spell at level one and two. I mean, I know it at level one and two...right?" Blink Can she...or to know all three levels of the spell, does she have to dedicate a slot for ST (1), two slots for ST (2), AND three for ST (3)...meaning she'd have had to dedicate SIX INT slots rather than three? Cheers, mates, and thanks for the replies.
  5. Akerbakk

    BRP Unified Powers

    Version 1.2.1


    Hello fellow gamers! Unified Powers is Akerbakk's first contribution to BRP Central. This is a document that brings all powers from the BGB together in one place, eliminates redundancies, and assigns separate rulesets called 'Power Origins' to differentiate how characters use them. The ruleset is based on BRP from the BGB with some houserules. Most significant is that I added a characteristic, Awareness (AWA), and all Characteristic rolls are replaced with Attributes - this is to promote opposed roll mechanics wherever possible: Attributes are percentile scores determined by a combination of two characteristics each. They collectively quantify your character’s mental, emotional, and physical resilience. 1. Willpower =2(INT+POW)+10: Determines if the character’s mental focus will hold up. Use to resist mental probes and attacks and to avoid distractions. 2. Composure =2(AWA+AFF)+10: Determines if the character will startle or balk under pressure or fear. Used when calm or levelheadedness is needed. 3. Physique =2(STR+CON)+10: Measures the character’s overall health and fortitude. Used to resist injury, poisons, and diseases or for prolonged physical exertion or hardship. Unified Powers is a draft, and comments/ideas are welcome!
  6. View File Magic World & Advanced Sorcery Spell Index I simply collected all of the Magic World and Advanced Sorcery spells and put them in tables. Arranged alphabetically, show MP cost, effects, range, source and page number. There is a field for "Type" that you are free to use or ignore which is for a house-rule I use for keeping track of Black Magic, and affects to Allegiance through spell-casting. The .docx file can be used to add/delete whatever want and save out as PDF. Submitter Nick J. Submitted 10/19/2016 Category Magic World  
  7. Baelor

    Witchcraft in Glorantha

    Over at d-Infinity.net I have written up the beginnings of Witchcraft and witches - a system of magic that is neither sorcery nor cultic in nature. Instead, witches make temporary pacts with eldritch entities such as spirit lords, Elemental Elders, even dragons, or demons, and gain magic from their pact of service or POWer. There are some ready advantages to having a witch PC in the group. Diverse magic, a charismatic face, and a constant source of quests (the witch's service) are among them. But there would also be a downside: Witchcraft probably threatens the fabric of Gloranthan culture. Witches can gain power without continual prayer. This makes them outsiders of society, and charismatics ones at that. They might be driven out, they might be targeted for bigotry and violence, but they might also be tolerated because of their expertise in the unusual. The write up so far only has the system notes, and a handful of spells. But I am intending to add to them over time. http://d-infinity.net/game-content/runequest-thursday-103-witchcraft
  8. rsanford

    The Second Way Draft

    Version 2.0


    The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.
  9. Akerbakk

    Unified Powers for BRP

    Hello fellow gamers! I have uploaded my first contribution to BRP Central. It is a document entitled Unified Powers, and can be found here http://basicroleplaying.org/files/file/516-brp-unified-powers/ Unified Powers was born out of a desire to have all powers in one place. I've played GURPS. I've played Savage Worlds. I like the way they do powers, but I prefer BRP/ D100 as a system. I want my players (and myself as a GM) to have as many options available for powering characters, and I feel that the different power categories with separate spells/powers/etc is too confining for my tastes. In Unified Powers, powered characters choose a 'Power Origin', a ruleset that governs how their powers work systemically and narratively in the game. Then they choose their powers from a generic list, flavor it all to fit the game, and voila! Your [wizard, sorcerer, priest, psi, super] is ready to go. Here is how I have set up my Power Origins, in quick bullet point format: WIZARDRY (Rote casting of magical formulae to create mystical effects.) -Moderate amount of starting Spells (INT/2) -Fast power progression: Buy a new spell with Experience (EXP) = PP Cost for one level. -Very skill dependent; Powers are split across 5 different skills (Spell Colleges) with an occupation required. -Access to a versatile craft skill that greatly expands the wizard's power and abilities (enables wizard to make staves, familiars, and scrolls). -Can increase skill percentile by increasing casting time. -Can cast spells silently with extra PP cost and successful simultaneous Stealth roll. SORCERY (Fantastic manipulation of reality through improvisatory enchantments.) -Lesser amount of starting spells (INT levels of spells) -Moderate power progression: Buy a new level with EXP = PP Cost -One skill (Sorcery), with disastrous fumble results. Armor penalizes skill. -Metamagic can alter the statistics (targets, range, damage, duration) or link spells. -Sorcerers can weave Power points into spell. Safely done with time, extremely risky if rushed. DIVINE MAGIC (Channeling the power of a deity into the world.) -Vast amount of starting powers, but limited PP to use (Deity Alignment = PP Cost limit) -Slow power progression: Increase Alignment or gain further blessings. -Less skill dependent: Faithcasting casts the powers, Knowledge (Religion) has supportive roles. -Blessing: a free power gifted by the deity that fits the individual cleric's calling. -Requires attention to the tenets of his faith for cleric to retain his powers. PSIONICS (Unlocking hidden powers of the mind.) -Small amount of starting powers (POW/5) -Expensive power progression: EXP cost = 5x Power Point cost of new power. -Skill dependent: Powers split across 3 Psionic categories. -Higher skill means greater Power Point efficiency. Can further extend Power Points by Rending (1 HP = 1 PP) -No limit to power level except Power Points available. SUPER POWERS (Extraordinary abilities from a myriad of sources.) -Moderate starting powers: Point-based budget from highest Characteristic to buy powers per level at outset. Power modifiers can increase budget. -Laterally increasing cost to upgrade powers. New powers typically unavailable. -Generally not skill nor Power Point dependent. -Power Stunts enable super to use powers in creative ways and temporarily mirror effects of other powers. Requires Power Points. Unified Powers is a draft, and comments/ideas are welcome.
  10. Hi all, I have uploaded rules that tweak Deep Magic's spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium's excellent Advanced Sorcery book. You can download the file at Please message me if you find typos or unclear rules. Best regards, Ronnie Sanford
  11. Sean_RDP

    Spiral is Officially Weird

    So as I get to editing and tweaking the Spiral Magic section I realized the name was too arbitrary for no good reason. Spiral Magic spells are called weirds and so there is no reason not to call it Weird Magic. I will be re-writing some of the fluff and words and maybe even the mechanics of Weird Magic. It is still the most common magic and still deals with spiral tattoos that involve the magic. I feel pretty good with this change.
  12. Sean_RDP

    Spells: How many do we need?

    How many spells do players really need? I tend to think you need a variety to cover most styles of play and making new ones up should not be hard for people. But how many spells feels about right?
  13. David Scott

    Sorcery in other magic practices

    Following on from the Practicing sorcery: any material components? topic: I thought I'd mention one of the discoveries I had in doing the spirit magic for HeroQuest Glorantha. Spirit Magic users can learn rituals that will do things like summon a specify spirit. These are clearly different from a charm. A charm is a spirit in an object that will do a specific task for it's "owner". But a ritual is a set of knowledge based tasks that produces a particular result every time. Waha Khans can learn to summon special spirits - The Founders and Borabo Nightmare the cult spirit of retribution. Doesn't this sound like sorcery with specific limitations (must be a khan)? Theists can also learn rituals.
  14. Hey all, I just uploaded the latest version of The Second Way freeform magic rules to this site. There are lot of small change that came about during playtest. You can get it at the link below or from the download section.
  15. Version 1.5


    The Second Way (TSW) is a set of home brew freeform magic rules for Chaosium’s Magic World setting. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.
  16. Miihkali

    Balancing spellcasters

    How do you balance magic-users in your campaigns? In the big gold book they are not balanced at all. You either know Magic (I'm speaking about the specific power-type) or you don't. This is not a problem if all players are assumed to know magic or if they are supposed to learn magic during play, but if one player wants to be a mage and the others don't, BRP doesn't really offer any way to justify the difference. Ok, it says that only characters with high enough Power score can learn Sorcery (the other power type), but that is boring in my opinion. Differences in Power already dictate how good you are at using magic. Other than that, the book just says certain professions are more likely than the others to know magic. I was thinking ways to make any character a potential spellcaster if the player wants to play a mage. If one knows something the others don't, it should come with a disadvantage. With the Magic system this is not a very big problem, as you have to build your spells from very low scores with your skill points, but if a player wanted to powergame he could just create a spellcaster and choose not to invest any points into his spells. He would be a terrible spellcaster, but yet he would have a slight chance to succeed and eventually he would learn, becoming better and better. I was thinking of adding a specific profession called "Magic-User". Only Magic-User would be able to cast spells and he could invest his professional skill points to magic and only to magic. Thus he would be able mage and possess some additional skills as well (personality points as well as INT x 10 skill points he could distribute freely), but still he would have severe restrictions when it comes to non-magical knowledge. This would work especially in a setting where magic is considered more or less secret knowledge and learning it would require convicted dedication (I was thinking of Tékumel). Another system that popped into my mind was having something like OpenQuest, but with two character classes: Fighter and Magic-User. They would have different powers and using them would require spending of power points. Powers could be represented as skills. Magic-User powers would be spells, naturally. Fighter powers would be more down-to-earth in nature. Double damage, additional combat maneuvers, and such. I'm not a great fan of character classes and I don't really like experience points (BRP's learn-as-you-practice makes much more sense), but this could be a solution decent enough. Character classes, yes, but so broad that they just more or less represent characters' general attitude to magic and/or their education and background. On the downside it would distinguish player characters from regular characters, and I don't know if that is a good thing. Player characters should be the heroes of the story because they are good at what they do, not because they have rules that play in favour of them. On the other hand, one could assume that a cook has plenty of cooking powers--they just don't turn up too often in regular play. What do you think?
  17. Darkholme

    List of Magic Systems? [All BRP]

    So, I know that BRP has seen a wide number of magic systems over the past 35 years - and I know that many of those systems have been reprinted and updated in a variety of sources over the years as well. I've got a few BRP sources with magic systems in them; I was curious if there was an article which breaks down all of the magic systems available (and the most up to date source for that system) and compares them. I've got a few sources, but not the extensive collection that many folks on these boards seem to have. Obviously for magic systems there's RQ6 and MW and Call of Cthulhu. Beyond that I'm not sure what magic systems are in what books (and I'm not all that familiar with many of the magic systems in RQ6 either - I've read through it, and played it a bit, but nothing in depth/long-running. So, if one was looking for an exhaustive list of up-to-date versions of RQ magic systems, where would they find them, and what do these individual systems offer? Have you guys tried adding/removing different magic systems from your games? What effect did that have on the games themselves? And what are your opinions of the various magic systems? Which ones do you consider worth including? Which ones do you not?
  18. Daelkyr

    Necromantic Magic

    I have the BRP system and was thumbing through it. The magic and sorcery system is very basic and that's fine, but what I didn't see in it was anything pertaining to Necromancy. In the world that I've been making, Necromancy plays a huge part in it. Are there rules on making Zombies/Skeletons and the like, or even lichhood? I don't mind if it goes to either Magician or Sorcerer as I plan on using slightly modified versions of both as it is. I just want there to be Zombies and Skeletons running around messing the day up and having the option for my players to do the same.
  19. Akerbakk

    BRP Iron Kingdoms!

    Hello BRP Central! I am currently working on a conversion of Iron Kingdoms to BRP. While most of the items and equipment are pretty straightforward, I've had to get a bit creative get the "feel" of IK magic, yet keep it functional from a game perspective. I'm listing my conversion notes below: o Arcanists (wizards) and Sorcerers will have access to magic spells supplemented by a handful of psychic powers (all appropriately renamed or removed as consistent with the setting) to use with the standard Magic rules from the Big Gold Book. To differentiate between Arcanists and Sorcerers, I'll start Arcs with 6 or so spells at INT%, and they may learn any spell they wish. Arcanists may select spells as professional skills, using their professional skill pool to increase the percentiles. o Sorcerers start with 4 spells at a higher skill level (POW x2%), but must select a single element (earth, wind, fire, water) as a theme for any spells they have access to, and they cannot learn any spell outside of their element. Perhaps they only use personal skill points to increase spell percentiles at creation? Or, maybe that gimps them too much... o Arcane Mechaniks and Gun Mages use similar rules with regard to starting spell numbers and percentiles to arcanists and sorcerers respectively. The differences are that PP cost is double when casting a spell the traditional way, and not activating a spell inscribed into a mechanikal contraption or rune bullet. I'd need to figure out material costs, but a ballpark figure would be 10x the PP cost of the spell in addition to the basic materials? o Faithcasters (priests, paladins, druids, monks, etc.) purchase "super powers" from the BGB. I'm considering a 21 point budget to start. Power selection will be limited based on the character's deity (for instance, a druid of Dhunia, the Devourer, or Nyssor could justify taking "Alternate Form" of a woodland or tundra beast, while a Paladin of Morrow or Menoth could not.) I'd like to figure out a way to incorporate the Allegiance system from the book into the way a Faithcaster works. I'm just not sure what I'd do with it. Maybe they roll Allegiance to activate a power, with no base PP cost? o Warcasters... they are such a different animal in that they generally use powers that require upkeep to buff those around them, or cast area spells. Warcasters have a focus pool equal to 1/2 POW. With their focus, they may cast Sorcery Spells from the BGB (again, appropriately renamed and removed to fit the fluff), and select POW levels of spells at character creation. Rather than burning their Focus to cast spells like a traditional spellcaster, warcasters "slot" their focus to activate a spell. As long as they maintain concentration the spell stays active. If not slotted, Focus is at the ready to use - "potential energy" if you will. They'll also get the "Jack Handling (INT)" skill, enabling telepathic communication with their warjack. o Since so many warcasters are traditional spellcasters or faithcasters, I'll allow players to "cross-class". They simply select half the amount of spells/ powers for both careers. o Fell Callers... would they be similar to a Warcaster? o I'm considering allowing casters to alter such things as range, duration, or area of effect for a spell. To make this work, Arcanists, Sorcerers, and Faithcasters would cast their spell/ pray to their deity at a higher difficulty. Warcasters slot more Focus. I welcome any feedback, ideas, comments, or critiques that you might have. All of this is in the conceptual phase for a possible future campaign. Thanks!
  20. Hi folks! I've played Call of Cthulhu off-and-on for many, many years (I owned the blue box), but apart from a handful of Stormbringer sessions I haven't touched anything else related to BRP. I'm trying to run a (relatively) rules-light high-fantasy game using the BGB and The Magic Book (tMB?), but the RuneQuest remnants in the latter book is making integration tricky. Has anyone written up something that helps mesh the two books together, particularly for starting characters? If not, any suggestions about how to merge the two together? tMB's "Wizardry" seems to mesh well with BGB's "Magic". By occasionally swapping INT for POW it looks like "Divine Magic" might translate over to the "Sorcery" rules. "Spirit Magic"... that I don't know about. Any help is appreciated!
  21. Kaleb7

    MW for Vikings?

    And by Vikings I mean the History Channel show with Ragnar, Rollo and the ineffective Christian/apostate priest... Magic World already has rules for ships, and should be light enough to handle a large® number of combatants than say RQ6. Thoughts?
  22. Magic Realm was a sprawling fantasy boardgame by Avalon Hill from the 1980s. It had many innovations for its time including an elaborate magic system which is of some interest (to me at least and anyone else interested in tinkering with BRP magic systems). Here's a summary of the system and how it might work for BRP. Magic Realm magic system Summary Magic is energised by 5 different colours, which are present at certain places and times. Each spell is one of eight types, and each uses a particular colour. Spellcasters need access to the right colour before they can cast a spell. This system allows instantaneous casting of spells only with some forethought, preparation or serendipity. Magic use becomes more planned, more strategic by necessity. This system is useful for lower-magic campaigns, or at least to add a planning side to a high-magic campaign. 5 Colours of magic There are 5 'colours' of magical energy, which each 'power' a certain kind of magic + White - Power from On High, working beneficient magic + Grey - Natural Laws, controlling nature + Gold - Woods Sprites, working elvish magic + Purple - Elemental Energies, twisting and reshaping reality + Black -Demonic power, working infernal magic Sources of colour magic Time Certain days are energised with magic (assuming a 28 day lunar cycle; for a 30 day month just use 7, 15, 22, 30) + 7th day of month - White or Black magic, alternating monthly + 14th day of month - Grey + 21st day of month- Gold + 28th day of month - Purple Place Certain places are naturally energised with different colours of magic, eg. temples, stone circles, places of power. All spell casters in the area can use the colour for their spells. Places can also be temporarily enchanted by spellcasters (see Enchantment below). Enchanted items Enchanted items pulse with a particular colour of magic, energising a locality with that colour. All spell casters near the item can use the colour for their spells Enchantment Spellcasters can energise their own magical materials with the appropriate colour for their own spells. 4 hours preparation time followed by 4 hours + 1 MP to enchant materials with colour for one spell 8 hours + 5 MP to enchant an area with a colour -- supplies all spells of that colour in the area MP remain committed (cannot be regenerated) until the colour is used to activate a spell 8 types of magic There are several types of magic, a little similar to schools or some such, but encompassing different magical traditions (a bit like spirit magic vs. divine magic in Runequest). Each type of magic is learned by a spell caster as a separate skill. The first five types are strongly associated with the colours of magic. Each type contains several spells (not listed here, but you can imagine them). Each spell uses a particular colour (or occasionally any colour) to energise it. 1. Type I Righteous invocations (white) 2. Type II Pagan rites (grey) 3. Type III Elvish lore (gold) 4. Type IV Energy-binding alchemy (purple) 5. Type V Diabolic ceremonies (black) 6. Type VI Conjuring techniques 7. Type VII Good luck knacks 8. Type VIII Malicious tricks Casting spells Casting a spell requires the correct colour of magic be present. Each spell requires a colour to cast, usually but not always the colour associated with its type. Some spells can be cast with any colour. Casting time is normal ie. 1 combat round is typical. Magic points spent are committed (cannot be regenerated) until the spell expires. This could be instantly for a combat spell, or longer for a day spell or permanent spell. Permanent spells have an effect while their colour is present; they become dormant at other times.
  23. The village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession. Within this monograph you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans - a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’. BRP: Witchcraft is a monograph best suited to Dark Ages, High Medieval, High Fantasy, Arabian Nights and Renaissance settings. However, there is nothing to stop you playing a modern witch selling magic potions under the table at a local diner or an apocalypse survivor rediscovering the old ways. By Byron Alexander. 76 pages. Published by Chaosium December 2010.
  24. Spellslinging Sellsword

    One Book Shelf or Amazon?

    Any word on whether or not the PDF is going to be put up on rpgnow/drivethru? Any word on whether or not the print version is going to be available via Amazon?
  25. seanhess

    Books of spells?

    We finally gave the magic/wizard rules in the core book a full shot and were surprised by how well thought-out and balanced they were. Are there other books with extra spells that use the same system? Where is the "Grimoire" mentioned in this thread? http://basicroleplaying.com/basic-roleplaying/grimoire-monograph-finished-2307/2/