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Adding Magic to Occult Wild West
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<blockquote data-quote="Stormborn" data-source="post: 3385654" data-attributes="member: 14041"><p>Might I suggest my own <a href="http://enworld.rpgnow.com/product_info.php?products_id=20352&" target="_blank">Imperial Age: Magick</a> which sets forth a very adaptable system for Victorian Era (which would include the wild west era) magicks based on d20 Modern. You will want to heavilly emphasize the Laws of Magick (Names, Contagion, Similarity, and Familiarity), perhaps to the point that it doesn't work at all with out employing one or more of them. I would recomend the Third Practice and the First Price with Option Three or Four and allow Magick Mastery Feats only as bonus character level feats not available at any other time, and perhaps add an in game prerequsite of contact with a suitable source of information such as a book or tutor. This sets up a faily low magic game in which those who can use magic can only do so in very specific ways (tied to the schools, but other options are possible) and never have access to higher level spells. What spells they can cast are going to cost them in ability drain (with option 3 it will be 1d6 per level, option 4 gives a scaling system, while option 1 is 1 point per spell level and 2 is 1d4 points per spell level), which means they aren't going to cast many spells except in desperate need. </p><p></p><p>To apply your examples above:</p><p></p><p> * A character needs to replace an eye with a stone to see the magic that is to be manipulated - This would require Magic Mastery 1 (Divination) and apply the laws of similarity and contagion, but in your case rather than giving bonuses they are required for spellcasting. The character has an eye patch that covers his hollowed out socket. To use any divination magicks he has to put a ritually prepared stone in his eye (causing him pain represented by the ability damage) and make the Divination skill check to cast Detect Magical Auras or other divination spells.</p><p>* A human heart/brain/spleen must be consumed, fresh: This is easilly an example of both contagion and similarity and might be used as material component in any number of spells.</p><p>* A potentially dangerous pathogen must be contracted to open up the mind to magic: Hmmm...will this is a little further afield. Although the laws would suggest that a person could deliberatly expose himself to something dangerous - say the blood of an powerful creature like a demon or a dragon or the flesh of a lich - and in exchange be mystically synchronized with it, sharing some of its power. Your metaexplination of a pathogen is fine, but given the setting the PC wouldn't think of it that way.</p><p></p><p>The system is fairly wide open and you can apply it in numerous ways. It basically up to you and the players to emphasize the flavor of the mechanics, but thats true in most systems. </p><p></p><p>My other suggestion is to not use d20, pick up Unknown Armies and go down a completly different road.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3385654, member: 14041"] Might I suggest my own [URL=http://enworld.rpgnow.com/product_info.php?products_id=20352&]Imperial Age: Magick[/URL] which sets forth a very adaptable system for Victorian Era (which would include the wild west era) magicks based on d20 Modern. You will want to heavilly emphasize the Laws of Magick (Names, Contagion, Similarity, and Familiarity), perhaps to the point that it doesn't work at all with out employing one or more of them. I would recomend the Third Practice and the First Price with Option Three or Four and allow Magick Mastery Feats only as bonus character level feats not available at any other time, and perhaps add an in game prerequsite of contact with a suitable source of information such as a book or tutor. This sets up a faily low magic game in which those who can use magic can only do so in very specific ways (tied to the schools, but other options are possible) and never have access to higher level spells. What spells they can cast are going to cost them in ability drain (with option 3 it will be 1d6 per level, option 4 gives a scaling system, while option 1 is 1 point per spell level and 2 is 1d4 points per spell level), which means they aren't going to cast many spells except in desperate need. To apply your examples above: * A character needs to replace an eye with a stone to see the magic that is to be manipulated - This would require Magic Mastery 1 (Divination) and apply the laws of similarity and contagion, but in your case rather than giving bonuses they are required for spellcasting. The character has an eye patch that covers his hollowed out socket. To use any divination magicks he has to put a ritually prepared stone in his eye (causing him pain represented by the ability damage) and make the Divination skill check to cast Detect Magical Auras or other divination spells. * A human heart/brain/spleen must be consumed, fresh: This is easilly an example of both contagion and similarity and might be used as material component in any number of spells. * A potentially dangerous pathogen must be contracted to open up the mind to magic: Hmmm...will this is a little further afield. Although the laws would suggest that a person could deliberatly expose himself to something dangerous - say the blood of an powerful creature like a demon or a dragon or the flesh of a lich - and in exchange be mystically synchronized with it, sharing some of its power. Your metaexplination of a pathogen is fine, but given the setting the PC wouldn't think of it that way. The system is fairly wide open and you can apply it in numerous ways. It basically up to you and the players to emphasize the flavor of the mechanics, but thats true in most systems. My other suggestion is to not use d20, pick up Unknown Armies and go down a completly different road. [/QUOTE]
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