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| Languages ("Debris from Babel") | pp87-97 |
| Calendar | pp 99-101 |
| Crime & Punishment | pp103-120 |
| Wargames | pp121-136 |
| Character History ("In the Beginning") | pp137-159 |
| Travel abroad ("Going Places") | pp 161 -182 |
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MBarklam |
Latest page update: made by MBarklam
, Nov 22 2012, 2:51 PM EST
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| Started By | Thread Subject | Replies | Last Post | ||
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| mikepage1968 | Alternate Magic Systems | 0 | Mar 24 2010, 5:28 AM EDT by mikepage1968 | ||
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Thread started: Mar 24 2010, 5:28 AM EDT
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I'm always on the search for new magic for the DW system - more for NPCs and enemies than for the party, which I try to keep relatively low magic. In my recent search for possible systems for rune magic I came across two publications that I can thoroughly recommend; "Heroes of High Favor: Dwarves" from Badaxe Games (a mere £2.63 at DriveThru RPG) and "Spells and Magic v 3.0" from Bastion press (£6.46 from the same source).
The former only touches rune magic in the context of dwarven smithying, but does so satisfyingly. There are also some useful feats for dwarves if you have them in your campaign (I have allowed one). "Spells and Magic" turns out to be really interesting, however, as it has rules for fairy magic, mirror magic, rune magic, jewel magic, shade magic (undead magic) and spell singing (). The whole thing has a real medieval pseudo-European feel to it and my brain is already firing off 1001 different plot ideas. There are also chapters on blood magic (wherby the caster sacrifices their own blood to cast spells), totem magic and dragon magic (apparently the size of your hoard IS important). To be incorporated into player character rules would require a fair amount of work, but cobbling an NPC together with certain abilities or an artefact inscribed with a given rune or spell-trapped mirror will be easy. The book also includes a slew of new spells and example magic items. Let me know if I've put this in the wrong place or if it's inappropriate here. Mike |
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