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RQ6 Folk Magic in MW?


Celtic Viking

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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.

 

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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

Rule Zero: Don't be on fire

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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.

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