Celtic Viking Posted April 7, 2017 Share Posted April 7, 2017 Has anyone converted this over? How would you do it, given there is no Magic skill in MW? Thanks! Quote Link to comment Share on other sites More sharing options...
Nick J. Posted April 7, 2017 Share Posted April 7, 2017 I haven't done it, but I've certainly nicked spells from other d100 sources. There's a few ways you could do it: You can have characters make a Luck roll (POWx5). You could create a separate "casting skill" that starts at 0% and gets Knowledge category bonus (see page 97 in the Spell-casting Option sidebar), or make every spell a separate skill, or whatever else you can think up that you like and makes sense for your game/setting. Quote Link to comment Share on other sites More sharing options...
Al. Posted April 7, 2017 Share Posted April 7, 2017 As with most things BRP related porting one rule to another sibling-system is dead easy I just made each Sorcery Spell* a 1-point spell (so the effects were a little toned down to +-10% skill, 1d3 Hit Points, +-3 characteristic points) and used a Luck roll * and several of the RQ Battle Magic and Spirit Magic spells If you use the Unknown East/Advanced Sorcery rules as the more academic magic alongside then it really makes a clear difference between Sorcery and muttered charms Quote Rule Zero: Don't be on fire Link to comment Share on other sites More sharing options...
Mugen Posted April 11, 2017 Share Posted April 11, 2017 As for myself, I see 3 possible ways to add Folk Magic in the game: -Add the Folk Magic as another magic system, dissociated with Sorcery. -Add the Folk Magic spells to Sorcery. -Replace Sorcery's most simple spells with their Folk Magic equivalent. As for myself, I would do either option 2 or 3, as there is a lot of redundant spells between both magic systems. And if you chose Option 1, I would not introduce a "Folk Magic" skill either. Quote Link to comment Share on other sites More sharing options...
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