CubicsRube
Hero
I was not expecting to be as enamored with Shadow & Bone on Netflix as I was, but I was immediately hooked and really looking forward to them expanding the universe in future seasons.
While watching, I couldn't help but feel that the Grisha powers would make for an awesome alternate magic system for a D&D campaign.
For those unaware, the types of Grisha (sorcerers) generally fall under:
Corporalki
The Order of the Living and the Dead
The Order of Summoners
The Order of Fabrikators
The key element to this is that none of the Grisha "create" anything. They only manipulate what is already present.
Another really cool element of the setting is it's set in a faux late Tsarist Russia, where arms technology is rapidly advancing (flintlock and early repeating rifles are found here) that the power of technology is rapidly catching up with magic.
If any of you were to go towards creating a setting for this, what would you put into it? I think clearly rules for firearms and detailing of Grisha powers would be needed. But how would you do this? And what else would you include?
While watching, I couldn't help but feel that the Grisha powers would make for an awesome alternate magic system for a D&D campaign.
For those unaware, the types of Grisha (sorcerers) generally fall under:
Corporalki
The Order of the Living and the Dead
- Healers - 'nuff said
- Heartrenders - can affect others hearts and other organs to warm their bodies, excite or calm people, slow healing and even give people heart attacks
- Tailors - can change peoples physical appearances
The Order of Summoners
- Squallers - can manipulate air pressure to create wind strong enough to move ships, knock over people, and even dampen or heighten sound. They can also summon lightning
- Inferni - can enhance combustion - essentially a fire mage
- Tidemakers - can manipulate water
The Order of Fabrikators
- Durasts - can manipulate inanimate objects changing them permanently. A 'crafter'
- Alkemi - Alchemists specializing in poisons and blasting powders
The key element to this is that none of the Grisha "create" anything. They only manipulate what is already present.
Another really cool element of the setting is it's set in a faux late Tsarist Russia, where arms technology is rapidly advancing (flintlock and early repeating rifles are found here) that the power of technology is rapidly catching up with magic.
If any of you were to go towards creating a setting for this, what would you put into it? I think clearly rules for firearms and detailing of Grisha powers would be needed. But how would you do this? And what else would you include?