Azizar said:
I created a homebrew setting with an almost exclusively pseudo-medieval technology level and a grim and realistic tone. It has lots of dark magic, but no flashy effects, no fireball slinging wizards but magic diseases and magic winds that kill and destroy or turn whole populations into undead and corrupt animals into monsters. I like humans to use magic but at a low level.
My setting has almost the same feel as the Warhammer setting, but the difference is that the races on my world have yet to cope with war.
I thought I saw somewhere that Ben has a bit of a background with Warhammer FRP and was trying to bring some of that feel to the d20 system--if so, Grim Tales does a nice job doing that.
For me, the Grim Tales book will easily cover all the non-magic using classes and allow for a wide range of different character types. Since it's low magic, skills take on a larger role and I'd import some additional rules to cover uses of the Craft, Knowledge, and Profession skills--"Experts" from Skirmisher Press is pretty nice in this regard, albeit difficult to find.
I think one of the problems with magic is that it's often such a defining feature of a campaign setting. For example, the difference between how I'd run a d20 CoC game and an Urban Arcana game (given that I'd use Grim Tales/d20 Modern for CoC) lies almost purely in the kind of magic that's available.
So, regarding what you want to do with magic in your game, I think there are a couple options:
(1) Pester Ben until he publishes Grim Magic.
(2) Import the magic system from another game (maybe Slaine or Conan would work well).
(3) Look around on the net for a database or listing of all the spells--perhaps this could be extracted from the SRD. Then go down the list of spells and throw out all the ones that don't feel right for your setting. Other spells go through and adjust their level to what feels right--for example, maybe Cure Disease should be higher level in a low magic game. I'd probably try to find listings for all the spells in other books I own (3rd party, etc.) too since they're often more unusual and evocative. One added benefit is that in a low magic game some spells that players wouldn't normally use but that sound cool could become more appealing.
If anyone knows of a spell listing like that I'd love to hear about it since I think one could make a magic system with a very different feel by simply adjusting what's available and modifying levels.
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Krieg:
I've got some material put together for the Rune Warden. Honestly, I never saw it as a big new thing like the Pact System but I've been wanting to have it more fleshed out. I'll do some polishing today and at least have something playtesty for posting to the Second World Yahoo group by tomorrow.
Psion:
Thanks for uploading that. I'll be checking it out today.