Jump to content

Search the Community

Showing results for tags 'spells'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • HeroQuest
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • OpenQuest
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Upcoming Games
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums

Blogs

  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost

Categories

  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


RPG Biography


Current games


Location


Blurb

Found 10 results

  1. 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?
  2. jagerfury

    Greyhawk Magic World

    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. This is established in the MW rulebook so you have your mechanics. Create some "academies" where sorcerers come out with specific known spells. Utilize MW, old Rolemaster Spell Law Essence lists, and TSR's Player's Handbook for custom spell lists. The other sorcerer school would be "shamanism". A specific, hand me down or self-taught path of spell casting. This would need a limited starting spell list customized by the player and the DM. Don't forget to blatantly rip off Palladium for the summoner and use the Stormbringer mechanics for demons to iron out the mechanics. In true MW fashion new spells would have to be acquired through adventure. Clerical or Divine magic I would use Jennell Jaquays' fabulous Revised & Expanded Petty Gods and make the PC pick a deity if they are unhappy with the standard Greyhawk pantheon. Useful as well for Paladins and Druid-like characters. Once again customize a starting spell list specific to the conception of the god/servitor chosen. Lamentation of the Flame Princess is a good place for inspiration here and the DM would be wise to keep future acquired spells a bit of a mystery while at the same time allowing the player to craft future spells per the rules. Rolemaster's spell law book "Channeling" is useful in crafting custom spell lists. The important thing here is not get hung up on what further spells will be available from the "Cleric's" god. The PC should be required to define their deity's wishes and attributes through play. Then appropriate future spells will naturally occur to both the PC and DM. What about those f#$ing demi-humans? You will need an additional school of magic and call it Fey. Here the magic is inherent to the race. Not learned. Both spells and rune magic would need to be defined. Runes for those stubborn dwarves. Elves and halflings just eat berries and smoke weed and fart magic out of their ass. Dwarves need to crush metal and burn ore to get their magic rocks off. The mentalism book from Spell Law and the druid spell lists from the Player's Handbook are good resources here. Of course you will want to rip off the Diabolist from Palladium for the Dwarves. While you are at it steal liberally from the Alchemist rules for an additional school for the Wizards/Sorcerers. You do all this and you should be able to use Magic World rules for a very Greyhawk fantasy experience built on BRP. Magic World is aptly named, as this is what gives the game its unique stamp. So why is the book so light on magic? I think Magic World should see the magic section just massive. DCC has shown that a very thick fantasy rulebook is saleable. Magic World could really show how a b-i-g fantasy rpg rulebook is done.
  3. This post cannot be displayed because it is in a password protected forum. Enter Password
  4. This post cannot be displayed because it is in a password protected forum. Enter Password
  5. 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 status effects like that are non-stacking with themselves - for example you either have the frostbite effect or no, not that you could be affected multiple times with frostbite. Depending on your preference, you could say they're exclusionary - you couldn't have both plague and frostbite at the same time. This management burden may constrain the use of some of these. For example I wouldn't (as a DM) want to try to manage more than one NPC with Death Knight abilities at a time. OTOH, if you have a player with lifebloom, let THEM track the stuff, so they work fine for player abilities. They're meant to be reasonably balanced according to RQ3 power levels - typically 1 Spirit mp= 1 disrupt = 1-3 nonignorable damage or = 1 point of immediate healing. Ergo, Lifebloom (as a 1 point spirit spell) heals 3 points which may seem overpowered, but it does it over 6 rounds starting NEXT round. Moonfire (2 point spirit spell) does 1d6 damage and rolls on the missile to-hit location at +10 (so likely head), but you need to roll to-hit, and armor protects. They also work well as magic-item abilities, for example a dagger shaped like an icicle may give the wielder the ability to cause Frostbite for 1mp on contact. Or a magical willow twig, that if broken, casts Nature's Grasp on the user. Anyway, enjoy. If people like these, I could certainly do more. RQ3 DK and Druid.pdf
  6. 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?
  7. 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.
  8. 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: 33-34 Create Mist of Releh: 35-36 Create Scrying Window: 37-38 Create Zombie: 39-40 Curse of the Stone: 41-42 Deflect Harm: 43-44 Dominate: 45-46 Dread Curse of Azathoth: 47-48 Dust of Suleiman: 49-50 Elder Sign: 51-52 Eye of Light and Darkness: 53-54 Find Gate: 55-56 Fist of Yog-Sothoth: 57-58 Flesh Ward: 59-60 Grasp of Cthulhu: 61-62 Heal: 63-64 Levitate: 65-66 Mind Transfer: 67-68 Powder of Ibn-Ghazi: 69-70 Red Sign of Shudde M’ell: 71-72 Resurrection: 73-74 Send Dreams: 75-76 Shrivelling: 77-78 Soul Singing: 79-80 Summon/Bind Byakhee: 81-82 Summon/Bind Child of Yig: 83-84 Summon/Bind Dark Young: 85-86 Summon/Bind Dimensional Shambler: 87-88 Summon/Bind Fire Vampire: 89-90 Summon/Bind Hunting Horror: 91-92 Summon/Bind Nightgaunt: 93-94 Summon/Bind Servitor of the Outer Gods: 95-96 Summon/Bind Star Vampire: 97-98 Voorish Sign: 99-00 Wither Limb:
  9. 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/
  10. 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 start off with common NPCs like a town guard, captain of the guard, beggar, thief, black smith, nobleman, etc and then later publish a villain and his/her henchmen. How does that sound? Cults: As you've seen but with more customization. Spells: Common, divine, arcane, blood, etc. 2-3/week. Traps/Poisons/Diseases: This is more of a miscellaneous category of dangers. Magical and mundane. Other: Please share your thoughts.
×