Post by Running Wolf on Jun 12, 2014 17:00:31 GMT -5
I tend not to like the high fantasy settings, my tastes are more towards science fiction.... but that is not to say I don't enjoy a fantasy setting. Among those are the obvious Lord of the Rings, the Dresden Files (for Urban Fantasy), HP Lovecraft, Dragon Age, and the Chronicles of Thomas Covenant (Steve R. Donaldson). If you're looking for something different than a D&D style fantasy I highly suggest Donaldson. he also does a great job in his sci fi series (basically a retelling of Wagner's Ring Cycle).
I haven't picked up a D&D book on magic in dog years. I know Weird War 2 (the D20 version anyways) had a blood mage and runic mage magic system in it.
At least from the MMO of D&D I see a split in the wizard class.
GURPS has a few cannon as well as home brewed magic systems. I sort of like their vanilla magery. You choose a college of magic as your specialty. It costs more to learn a spell outside of your college.
I was also toying around with my own idea of a home brewed rune magic system. Would actually work well as a crafting item too . Have a few verbs and nouns. It can also have some fun backfire events.... Have a rune that is a symbol for CREATE and one for FOOD. Stuck on an ice berg it might conjure up a nice pot of chili or stew but it also might conjure up a tub of ice cream . A CREATE FUEL might do the same thing, depending on the die roll. You need a jar of whale oil but you get a sack of coal. Granted the players mage skill has a lot to do with getting the right results but it can make some botched failures pretty funny. It's a bit more unpredictable than having a fire ball spell either fizzle or detonate 5 ft away from your mage.
I'm still stewing an idea for a mix of a Dragon Age meets the Age of Colonization. I was thinking of severely limiting magic in that setting. No fireball spells, very few combat spells.... The magic would be more along the lines of enchanting items or people. Sort of like the spells are buffs or blessings. Say like spells that would turn a regular shirt from a regular shirt to the damage resistance of chain mail. Making a musket have a true shot (nice bonus to hit). Healing spells and such.
I haven't picked up a D&D book on magic in dog years. I know Weird War 2 (the D20 version anyways) had a blood mage and runic mage magic system in it.
At least from the MMO of D&D I see a split in the wizard class.
GURPS has a few cannon as well as home brewed magic systems. I sort of like their vanilla magery. You choose a college of magic as your specialty. It costs more to learn a spell outside of your college.
I was also toying around with my own idea of a home brewed rune magic system. Would actually work well as a crafting item too . Have a few verbs and nouns. It can also have some fun backfire events.... Have a rune that is a symbol for CREATE and one for FOOD. Stuck on an ice berg it might conjure up a nice pot of chili or stew but it also might conjure up a tub of ice cream . A CREATE FUEL might do the same thing, depending on the die roll. You need a jar of whale oil but you get a sack of coal. Granted the players mage skill has a lot to do with getting the right results but it can make some botched failures pretty funny. It's a bit more unpredictable than having a fire ball spell either fizzle or detonate 5 ft away from your mage.
I'm still stewing an idea for a mix of a Dragon Age meets the Age of Colonization. I was thinking of severely limiting magic in that setting. No fireball spells, very few combat spells.... The magic would be more along the lines of enchanting items or people. Sort of like the spells are buffs or blessings. Say like spells that would turn a regular shirt from a regular shirt to the damage resistance of chain mail. Making a musket have a true shot (nice bonus to hit). Healing spells and such.