Elements of Magic: Mythic Earth

mythusmage

Banned
Banned
(Yes, I am house ruling what is essentially an organized set of house rules. :) )

This is mostly for Rangerwickett and anybody else who has the book in question. But I shant look askance on anybody else joining in.

Over all I like the book, but I'm thinking the core system could be used with other 'ways' of organizing magic. I'm thinking specifically of adapting the magic system from Dangerous Journeys: Mythus. I'll start by listing the magic using skills from that game.

They are...

•Dweomercrafting
•Priestcrafting
•Alchemy
•Apotropaism (warding, confining, and protective magic)
•Astrology
•Conjuration
•Divination
•Exorcism
•Fortune Telling
•Heka Forging (making magic items and instilling magical qualities in items)
•Herbalism
•Mediumship
•Mysticism
•Necromancy
•Sorcery (not D&D's Sorcery, much nastier)
•Spellsongs
•Witchcraft (Wicked Witch of the West stuff)

Keep in mind that these skills replace the standard EoM: ME skills. How would you handle them?
 

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*eyes his half-dozen scribbled pages of EoM:ME house rules* You too, huh? I starting tweaking things to my liking right after I finished reading it. These are some particularly interesting magic skills, though, so I'm interested in seeing if this works out even better for my world purposes.

The trouble is I cannot for the ever-loving life of me find a copy of DJ:M at any FLGS, and the plastic is still reeling from Purchasemas. Any chance you could, say, list an SRD spell or three that best represents each of them? Some I can figure out, but it'd be best to see all of them defined together. :D
 

RPGNow has PDFs of the Mythus and Mythus Magick books. $5.00 each. Can't tell anything about the quality, since I don't have them.

Here's a spell from the Ethos of Sunlight.

Aerial Chariot Charm Grade IV

Time: 1 AT/STEEP
Area: Special
Distance: 1 chain
R&D: Nil
Other: Nil

Description: Creates an invisible platform between 5 by 3 and 10 by 7 feet length by width in size. Platform has front and side walls as high as 4 feet tall, while the rear can be open or have a wall as high as 2 feet. Carrying capacity is the caster's STEEP in stones. Speed is 5 mph per 10 STEEP. Ceiling is 1 rod per point of STEEP.

To translate some of the terms:

An "AT" is 300 seconds (2.5 minutes) in length. At the minimum STEEP to use this spell (41) the charm will last 102 minutes 30 seconds.

A chain is 66 feet. Or 4 rods.

A rod is 16.5 feet. At the minimum STEEP (41) the ceiling is 41 rods (676.5 feet)

A stone (if you're not British) is 14 pounds. At the minimum STEEP (41) the Aerial Chariot can carry 41 stones, or 574 pounds.

(Yes, Col. Pladoh is rather fond of obscure measurements. :D )

Now for the initial posting of magic effects possible in the Mythus magick system

Absorption, physical force
Absorption, heka (magic in D&D terms)
Absorption, other energy
Acid
Action Increase, Mental
Action Increase, Physical
Action Increase, Spiritual
Adhevise
Alkaline
Animal Magnetism
Apparition, being
Armor, Mental
Armor, invisible Physical
Armor, Physical against heka
Armor, Spiritual
Astral Projection
Astral Travel, physical/material
Augury, mundane
Augury, preternatural
Augury, supernatural
Aura
Aura, uncertain
Aura Sight
Barbs
Beak
Brachiation
Burrowing

Next time I'll continue with the "C"s.
 
Last edited:

mythusmage said:
Over all I like the book, but I'm thinking the core system could be used with other 'ways' of organizing magic. I'm thinking specifically of adapting the magic system from Dangerous Journeys: Mythus. I'll start by listing the magic using skills from that game.

If you liked it over all, why did you give it a one star rating?
 

Annoyance. Couldn't open the dang PDF on my machine. Reader 5 and the PDF's file name just did not get along.

And to be honest with you, now that I'm over myself I'd edit that review if I could.
 

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