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Found 16 results

  1. Version 1.0.2

    544 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 .
  2. I'm running a Southern Reaches MW campaign and have re-read the various spell descriptions. When I come to the Walking spells (Wind-Walking, Wave-Walking and Earth-Walking) I find the caster seems to have no means of walking through that element (Flame-Walking is an exception to this). It seems a bit pointless that Wind-Walking doesn't allow the caster to fly, for instance. I'm thinking of tweaking these spells so the caster can (perhaps with a POW roll) control the distance and direction moved. I know that Southern Reaches Erdebroc Dwarfs can move at quarter speed when using their innate
  3. Is it me or is the spell Enchant Brazier missing from the Keeper's guide? It is alluded to in the description of Enchant Knife. From what I can infer it is supposed to help summon Fire Vampires?
  4. The spell Cause Blindness doesn't seem to have a range. Am I right to assume the range to be infinite?
  5. 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
  6. Hi, I am curious of the supplements for legend, specially the arcane and blood magic, does they contain spells for summoning demons, elementals? And what does equipment book contain? Rules for henchmen?
  7. So I'm feeling the World of Greyhawk is a great setting for starting a homebrew fantasy campaign utilizing Magic World. Here are my initial thoughts on hacking this classic D&D setting for a BRP based game; Character races available; Human, Elf, Dwarf, Halfling. The three demi-humans use the bestiary stats for characteristic rolls. Otherwise follow regular character creation steps. However you qualify magic ability for starting characters establish the "schools" of magic for the type of magic wielding "classes". Wizards/Sorcerers use the school of magic known as Sorcery. Thi
  8. This post cannot be displayed because it is in a password protected forum. Enter Password
  9. 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
  10. This post cannot be displayed because it is in a password protected forum. Enter Password
  11. Stumbled on this document I put together years ago, that had converted some effects familiar to World of Warcraft players into RQ3 terms. Maybe someone finds them interesting. The Death Knight ones I used for abilities of some of Delecti's Lieutenants, the Druid for a player that wanted to be a healer but not "just another Chalana Arroy". Yes, some of the effects are fiddly and will require things like tokens marking effects - for example a green d20 for plague, a red d20 for tracking bleeding, and a blue d20 for tracking frost effects. For that purpose, I'd typically say that the st
  12. 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. An interesting list of psychic abilities. Some useful ideas for psychics or magicians. https://lucidastralthirdeye.wordpress.com/all-types-of-psychic-arts/ Hemokinesis in particular has a lot of disturbing implications.
  14. Random Call of Cthulhu Spell Table: (For tomes, ect. Roll d100) 1 - 2 Black Binding: 3 - 4 Bless Blade: 5 - 6 Cast Out Devil: 7 - 8 Command Animal (choose variety): 9 -10 Command Dhole: 11-12 Command Ghost: 13-14 Consume Likeness: 15-16 Contact Deep One: 17-18 Contact Ghoul: 19-20 Contact Gnoph-Keh: 21-22 Contact Mi-Go: 23-24 Contact Rat-Thing: 25-30 Contact Deity - 1-2 Contact Cthulhu: - 3-4 Contact Nodens: - 5-6 Contact Nyarlathotep: - 7-8 Contact Tsathoggua: - 9-10 Contact Y’Golonac: 31-32 Create Gate: 33
  15. 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/
  16. If you haven't seen, we just released the 5 cults that I published on my website for free in a single downloadable PDF: Legendary Factions: Common Factions 1. If you like this kind of "try before you buy" style of publishing, be sure to pick up these cults. If this first publication is a success, we'd like to continue the free item a week and bundle it up into a new product. We've got a number of ideas: New Monsters: I've published 2 monster books for Pathfinder and I am thinking about converting them over to Legend. NPCs: Would you like to see a book of NPCs? My thought would be s
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