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A Game of Thrones RPG
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<blockquote data-quote="Derfel" data-source="post: 2493022" data-attributes="member: 1047"><p>Well magic in the game does not use the core d20 mechanics at all. There are no spell levels presented, and they don't focus on adapting the core spells to GoT.</p><p></p><p>The Maegi prestige class (actually presented as a NPC class to restrict its use to the players without the GM's consent) allows the character to use certain abilities. At 3rd and 7th levels the Maegi gains a Lost Art, which can be a Blessing, Faith, Terrible Presence or Higher Mysteries. Blessing and Faith act almost like Bardic abilities in the core rules, providing bonus' to an ally's actions based on the Faith in the Maegi's power. Terrible Presence allows them to unerve others. Finally, Higher Mysteries provides bonus' on Knoweldge checks with respect to magic-related tasks.</p><p></p><p>Spells can be used by anyone with a Wisdom of 15 or higher (This is one place where the Maegi class breaks the Prestige Class mold, in using an ability score as a prerequisite). They must also have at least 6 ranks in Knowledge Arcana and one of five special feats (Iron Will, Blood of the Dragon, Blood of the First Men, Dreams, or Animal Companion). There is also a Feat the character can take (one for each spell) that makes the casting easier. </p><p></p><p>The character makes a Wisdom check vs DC 25 which is modified based on their ranks in certain Knoweldge skills, how many class-levels they have (the bonus is higher if they have Maegi levels), and whether they are performing a ritual sacrifice or not.</p><p></p><p>Even untrained characters can try a spell (an example given is Daenery's ritual to bring back the dragons) but it is more difficult. Any spell-caster must also pay a price when using magic. </p><p></p><p>In terms of spells, however, there are a few examples of spell feats. An example is Strength of Blood, where the recipiant undergoes a blood ritual and if succesful, gains a bonus feat. Another example is "Powers Old and Dark" the ritual that can be used to attempt to raise someone from the edge of Death. </p><p></p><p>The book recommends that any spells used have a story-impact. So no character would be casting spells to cure wounds or cast Magic missle. Instead the magic should be rare and dangerous. Magic is very much left to the GM to rule on in a game.</p></blockquote><p></p>
[QUOTE="Derfel, post: 2493022, member: 1047"] Well magic in the game does not use the core d20 mechanics at all. There are no spell levels presented, and they don't focus on adapting the core spells to GoT. The Maegi prestige class (actually presented as a NPC class to restrict its use to the players without the GM's consent) allows the character to use certain abilities. At 3rd and 7th levels the Maegi gains a Lost Art, which can be a Blessing, Faith, Terrible Presence or Higher Mysteries. Blessing and Faith act almost like Bardic abilities in the core rules, providing bonus' to an ally's actions based on the Faith in the Maegi's power. Terrible Presence allows them to unerve others. Finally, Higher Mysteries provides bonus' on Knoweldge checks with respect to magic-related tasks. Spells can be used by anyone with a Wisdom of 15 or higher (This is one place where the Maegi class breaks the Prestige Class mold, in using an ability score as a prerequisite). They must also have at least 6 ranks in Knowledge Arcana and one of five special feats (Iron Will, Blood of the Dragon, Blood of the First Men, Dreams, or Animal Companion). There is also a Feat the character can take (one for each spell) that makes the casting easier. The character makes a Wisdom check vs DC 25 which is modified based on their ranks in certain Knoweldge skills, how many class-levels they have (the bonus is higher if they have Maegi levels), and whether they are performing a ritual sacrifice or not. Even untrained characters can try a spell (an example given is Daenery's ritual to bring back the dragons) but it is more difficult. Any spell-caster must also pay a price when using magic. In terms of spells, however, there are a few examples of spell feats. An example is Strength of Blood, where the recipiant undergoes a blood ritual and if succesful, gains a bonus feat. Another example is "Powers Old and Dark" the ritual that can be used to attempt to raise someone from the edge of Death. The book recommends that any spells used have a story-impact. So no character would be casting spells to cure wounds or cast Magic missle. Instead the magic should be rare and dangerous. Magic is very much left to the GM to rule on in a game. [/QUOTE]
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