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waiwode

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Everything posted by waiwode

  1. Re: FH Magic Colleges And that's why I'd limit Hedge Magic to pretty folksy stuff. A willow-knot that helps a cow heal while it wears it, not a wand wave that springs up a whole field of crops from barren soil. I would recommend against an organized healer collage or if you do make one then put it under severe restrictions in a non industrial economy these folks have all the power they want. I might do something like this for a couple Colleges, but I'd probably make the Focus personal. I'm not sure I want to have a tradition of "kill the wand-weilder to gain a 100 Real-point before Focus Grimoire." -makers! Doug.
  2. Re: FH Magic Colleges Something I'll certainly do once I start building things. I do want flexibility of effect. I just want relative strengths and weaknesses so that other colleges can be jealous of each others' mystic lore, yet not have an outright advantage that would give them a phenomenal edge. The same is not true of the Schools. Even the Alembic School has an advantage: They may not be powerful, but they can make potions. Actually, I think it's a really neat idea. Doug.
  3. So, instead of just owning Fantasy HERO, I started to read it. There are some pretty neat ideas crammed into the magic section, and it got me thinking. Currently I'm working on a number (I'll say eight for now, but the number is neither relevant nor fixed) of "Colleges." Each one must have a unique "theme & method." The goal is to create a world where a number of Colleges strive for political (and magical) dominance. The 2 things to avoid: Elemental schools & "form" Schools (ie, a Conjuration school versus an Evocation School, to borrow some familiar D&D terms). What you can help me with: Come up with a rough framework for me. Just a couple ideas strung together. Two and a half examples: Mournhold College Their founder walked the realms of the dead for a century, and returned with dark lore best left forgotten. Strengths: Aid & (past) divination spells. (Summoning "possessing spirits" to give strength, or to aid knowledge). Spells that drain or weaken the living (but no transfer, death not vampirism). Weaknesses: Travelling spells, spells that effect non-living materials, including the undead. Feel: Ash & bone, chilly breezes and unholy howls. Dress: Mournholders normally dress in off-white (bone) coloured robes, and in public wear thin gloves and silk "skull" veils. The Green and Purple College(and a kudo goes to Jack Vance for this school). The lore of lost Panaguria, of the gleaming cities of glass and bronze, survive in this school's strange nigh-weightless metal tomes. Strengths: Wards and walls. Destructive rays. Enchanting auras that enhance items. Weaknesses: Sensory or stealthy spells, charms and spells that effect the mind. Feel: Flashy displays of green and purple light. Shining glyphs annd sigils swimming across enchanted items. Dress: Voluminous and richly embroidered robes and sashes ... featuring green and purple. The Alembic School Not a college, although they put on the airs of one, the Alembic School is a loose collection of Alchemists and snake-oil salesmen. Strengths: Potions and philtres of great expense and only minor efficacy. Weaknesses: Anything magical. Feel: Like swallowing a Bromo and stove grease. Dress: Gaudy costumes and paste bangles, to appear wealthy and successful.
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