Anyone here use Soveriegn stone magic

Hey Christopher/Stormprince

Just a thought

Why don't you repackage and sell the magic system crunchy bit in its own book? Seriously. Heck if the codex is ALMOST that book, then you could add more crunchiness and make the "SS Tome of all things in our magic system and more"

hmm....

Seriously though, I'll nip out and see about that Codex...
 

log in or register to remove this ad

i agree. much as the SS setting is interesting, i don't think i'm ever going to move my world there.

but that magic system.... i think they stumbled onto something really, really good there. you can work in elemental magic in just about any fantasy world.

they should combine all the magical elements into one big sofcover book, add some more spells and market the hell out of it as an alternate to the current system.
 

Re: Hey Christopher/Stormprince

CRG said:
Just a thought

Why don't you repackage and sell the magic system crunchy bit in its own book? Seriously. Heck if the codex is ALMOST that book, then you could add more crunchiness and make the "SS Tome of all things in our magic system and more"

hmm....

Seriously though, I'll nip out and see about that Codex...

When Sovereign Press switched over to doing d20, we actually made a conscious design to not do generic sourcebooks. The primary reason being that we have a small, specialized niche in supporting novels... one of the reasons why we were able to pick up the Dragonlance license. :D

We like to think of ourselves as striking our own trail instead of getting lost in all the confusion! Of course, that means we may not be quite as large as a lot of other publishers, or as prolific, but everything we do we make sure is done to the best of our abilities!

Christopher
 

I look foward to SS treament of DL in my opinion SS is one of the better D20 products to come out. Is anyone here running an SS campaign? how have your players taken to the setting and the magic system? I know I won't have a problem with my group as they're a real good group and open minded about trying new stuff. I've already let one of the players read through the SS rule book and he loved the magic system. But I'd like to hear others experiences with an SS game.
 

I find the magic systemm interesting and usefull when I need a varient system, of course, SS has a lot that I might be adding to a game I plan on running in the future(classes, races).
 

Kudos and some questions for Christopher

Christopher,

First I must say good job to the folk at Sovereign Press, for although I do not run a Sovereign Stone campaign, I do use much of the rules from both the campaign sourcebook and the Codex Mysterium.

I even have use for Portals in my world, and I am using Dragons the same way.

It is kind of weird how much stuff fit so nicely in my world and I had not read the books at the point - although I did pick up Well of Darkness for the read. And to think, I was going to create my own system and mess with the classes and such (argh, what a headache), so thank you Sovereign Press.

Oh, Christopher I do have some questions -

I like the spell Heigh-Ho, but noticed that it does not allow a saving throw. Is this correct?

Is there any way of avoiding it?

Does the caster identify his target when the spell goes off or at the beginning of casting (thereby allowing the person standing in that spot a chance to move)?

Just wondering.

Oh, and I also use Ken Hood's Bushfighter (I call it the Ranger, since I have no Ranger) as well as the Stalker - both have their uses.

I love coincidences when they work in my favor.
 

It's nice to hear from someone at Sovereign. I'm preparing a homebrew campaign that I'll be starting with my group in the fall and I will be using the SS magic system. I really like the feel and balance of it.

For those who have been asking, I picked up both books. If you enjoy flavor as well as crunchiness, the campaign setting is a good read. And Codex Mysterium is chock full of crunchy goodness.

I saw somebody asked about house rules. I'm working on a house rule to allow classless spellcasting as well as a cast-on-the-fly (for allowing characters to invent spells in the process of casting).
 

Another Question

Christopher,

I have another question. This one involves the skill Spellcraft. It seems that when used in conjunction with Sense Magic, a character can learn different things about a spell. Can a character use this skill and the difficulties listed to determine a information about a spell as it is being cast?

Thank you
 

Stormprince said:

And for the record, our Magic System is completely OGC... except for the descriptions of magic items, and the names of certain creatures (pecwae, bahk, etc). We've kind of had a curiosity going to see if anyone else picks up our magic system through OGC, just for giggles and grins :)

Christopher

I know I would if I was in the business. It would be nice to see a demonology supplement to the system. Maybe I'll make a netbook. :)

As a quick aside, there are a very small handful of essential spells not mentioned yet, one that neutralizes poison for example, that are only in the campaign setting. If you don't mind filling these in then you should be okay.

You will also need to do something about classes though. Most standard D&D classes use slot based magic. Only the fighter, rogue, barbarian, and monk remain compatible if you completely change to an alternate magic system. That might be fine if you only like a small number of classes though. It has been argued in the past that D&D should have only had 3 classes, and with Sov Stone you could do it: Mage (Elemental & Void are basically the same class), Fighter, and Rogue. I think it's kind of nice to have more options though, as player's might feel that they are getting kind of straightjacketted, much as such a simple model might be nice in theory. The campaign book gives you a nice assortment of other classes to choose from, all of them without spells to cast. One of my big problems with core D&D is that everyone casts spells -- there's certainly nothing mysterious about magic for me when everyone uses it.

You could also scour together classes from other systems that you have -- the bushfighter, one of the noble/courtier type classes from Star Wars, Rokugan, etc. and maybe some other classes which don't cast spells pulled from various sources. That's definitely an option.

Quick Take:

Both books have about the same number of spells. With the codex you also get rules for creating spells and magic items. With the campaign setting you get some of the more basic spells and new mundance core classes. With both books there are some cool campaign setting based ideas to steal from as well. I guess you can choose which of those two factors is more important to you.
 

Re: Hey Christopher/Stormprince

CRG said:
Just a thought

Why don't you repackage and sell the magic system crunchy bit in its own book? Seriously. Heck if the codex is ALMOST that book, then you could add more crunchiness and make the "SS Tome of all things in our magic system and more"


I'd like to see that as well.

(Ok I'm KINDA sick of hearing the word crunchy... I'd really like to throw it out and not ever see it again.)
 

Pets & Sidekicks

Remove ads

Top