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  1. I've seen the Red Book of Magic mentioned in the FB group as a sorcery magic expansion. Is there more information about it or a shelf date?
  2. 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.
  3. Version 2.1

    688 downloads

    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.
  4. I searched for and found another thread related to this topic, but it was almost a year old. I just want to clarify and make sure I understand the interactions between "regular" spirit binding (RQG p249) and POW storing crystals (GM Adventure Book p121). POW storing crystals may be used to either store magic points or store a spirit. The owner may select what the crystal is storing (magic or spirit) and change it. POW storing crystals are natural objects, not created via enchantments, but through mythic processes (dead gods). To store magic points, the user must only concentr
  5. Hello, The situation is: my player misunderstood spell casting recipe. The effect of his reading failure was adding his own hairs, nails etc to recipe. By original, it was "Cage of Kind" spell, in Horror's Heart. What logic consequences would occur in this case, according to Cthulhu's magic manner? edit: I didn't add one important thing. It's about undoing spell. So, player was trying to undo spell which was never cast on him.
  6. Draconic magic has been something as bit of mystery to me when researching it. I only found some base spells but never on how to cast them. I understand it is Taboo for those that aren't of Dragon Kin to use but the EWF (Empire of Wyrm Friends) and Some select Groups of Humans have figured it out. My main question is how is it casted and how does one become gifted or cursed to cast them. Some sources say it dampens the Dragonewt cycle but how does this effect those who cast it that are Human? Any help or points would be gratefully appreciated. GeminniRed
  7. My players were nipping across the Donalf Flat when they encounter a random dinosaur. A brachiosaurus, a large, lumbering, but ultimately inoffensive beast that it would be easy to avoid. I should have known better. In true PC fashion they decide that this would be the ultimate Beast of Burden! A discussion followed about how long it would take to tame a beast that is too thick-skinned and slow witted to even notice a bunch of humans in its path. Suddenly the wannabe shaman pipes up: "I know Discorporation! Can I possess it?" Sure, but you'll lose your old body since you don't return
  8. This is the first of three videos delving into the spirit world of the Animist. In this video, I look at the concept of the animist, how they fit into your existing campaigns and which skills they need to invest in. Further videos will look at spirits, spirit combat and how the animists operate within adventures. https://youtu.be/-wmwHNcPfTk
  9. Hi, Do the Magic Points stored in a Sorcerer's Staff count alongside the Sorcerer's own MP when making Resistance Table rolls. e.g. a Sorcerer with POW 17 has 17 MP and a fully charged Staff containing 16 MP. Does this mean the Sorcerer's MP equals (17+16=) 33 on the Resistance Table? I can't find any reference to this in Magic World, SB5 or the BGB. Any suggestions or house-rules for this would be very useful. Thanks, Colin
  10. So I've been fiddling a bit with the Summon Ancestor spell in our RQG game (and to a lesser extent with its adjacent spells) and it seems both powerful and fun to use, but also a bit incomplete. Thus I figured it might be interesting to see how others have used the spell, and if y'all feel similar holes exist in the description, and how they've been filled. One of the first things I've done is, at the start of play, let an adventurer who knows Summon Ancestor have D6 ancestors generated using the charts on p. 342-343 of the Core. To my mind this represents past use of the Summon Ancestor
  11. Version 1.0.0

    41 downloads

    This is a short text I wrote a long time ago in order to provide an "in world" explanation of how sorcerers believed magic worked. The knowledgeable reader will recognize most of the ideas in the text, because they are not new. It did fit into the project I had at the time, which I now, after many years have picked up again: to create a magic system for d100 systems that would make it easy to port d20 OGL spells into the d100 eco-system. Hopefully this text will find some use. /Peter Brink
  12. 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 Breat
  13. Version 1.0.2

    506 downloads

    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 .
  14. 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
  15. 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 sh
  16. Version 1.2.1

    392 downloads

    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 combin
  17. View File Magic World & Advanced Sorcery Spell Index 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 . Submitter
  18. 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 cultur
  19. 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
  20. 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
  21. 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.
  22. 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?
  23. 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.
  24. Version 1.5

    70 downloads

    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.
  25. 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
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