Chris Goodwin Posted January 21, 2020 Report Share Posted January 21, 2020 Poking away at Robert Asprin's Myth Adventures Hero for 6th edition, including the magic system. A recent reread of the series shows that most areas have ambient magic levels, barring direct interaction with force lines. For instance, Limbo (from Myth-ing Persons) is generally a low magic dimension, until Skeeve locates a force line to tap into; the home Skeeve shared with Garkin seemed to be similar, implying that much of Klah is like this, while Isstvan's inn on Klah is at the confluence of a number of force lines (thus granting it a much higher ambient magic level). I'm working on something akin to GURPS's mana levels for this. Feedback is requested and appreciated! drunkonduty and Duke Bushido 2 Quote Link to comment Share on other sites More sharing options...
pawsplay Posted February 11, 2020 Report Share Posted February 11, 2020 When I was working on my World Beneath the Sun setting, one thing I noticed was that in a lot of the fiction and myths I enjoyed, wizards usually did not have lots of spells. Like, one wizard might be able to turn into a wolf, another animates little wooden dolls, etc. It was kind of freeing to work with that kind of concept. One of the bigger obstacles is that wizards of that sort are often trying to steal each other's formulae and secrets. So I ended up using a VPP approach for "academic" spells with lots of requirements, like having to find or invent new spells, and then separately a system for minor magics and signature spells. By using a Magic skill roll, I tried to make it where wizards were specialists, but they could cast other spells with effort. PhilFleischmann and drunkonduty 2 Quote Link to comment Share on other sites More sharing options...
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