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How usable is Call of Cthulhu d20 magic?
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<blockquote data-quote="Stormborn" data-source="post: 4707185" data-attributes="member: 14041"><p>CoCd20 Magic works just fine in d20 Modern, but its not going to be anything like the default magic system. Magic is only going to be used when it is absolutely neccesary. Why cast a divination spell at all if you can hire a private dective or do the leg work yourself? Why cast a spell in combat if you have a 45? Well, you might cast that divination spell if time is of the essence and there are no clues, and you might cast that combat spell if you are being attacked by a monster with damage reduction who is shrugging off bullets. Magic isn't going to be anyones first choice.</p><p></p><p>Then there is the "magic must defeat magic" addage. If the bad guy is using a spell to drain the souls of co-eds for a diabolical ritual, you might only be able to protect the campus by setting up a really big warding spell. </p><p></p><p>Basically you as the GM will have to create a setting where magic is an option, but one of last resort, and then give the PCs chances to research/remember/discover spells that are needed. You want to create a situation where the supernatural exists, but where the PC access to it is rare - kinda like if in Buffy the Vampire Slayer's early seasons it was just about Giles, Xander, Willow, and Cordellia with no Buffy. Supernatural knowledge, some access to spells, but thats not the first line of defense. </p><p></p><p>SHAMELESS PLUG TIME: If you are looking for a very very adaptable spell system keyed to real world occultism you might want to take a look at Imperial Age Magick by your truly, Scott Carter, and published by Adamant Entertainment.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 4707185, member: 14041"] CoCd20 Magic works just fine in d20 Modern, but its not going to be anything like the default magic system. Magic is only going to be used when it is absolutely neccesary. Why cast a divination spell at all if you can hire a private dective or do the leg work yourself? Why cast a spell in combat if you have a 45? Well, you might cast that divination spell if time is of the essence and there are no clues, and you might cast that combat spell if you are being attacked by a monster with damage reduction who is shrugging off bullets. Magic isn't going to be anyones first choice. Then there is the "magic must defeat magic" addage. If the bad guy is using a spell to drain the souls of co-eds for a diabolical ritual, you might only be able to protect the campus by setting up a really big warding spell. Basically you as the GM will have to create a setting where magic is an option, but one of last resort, and then give the PCs chances to research/remember/discover spells that are needed. You want to create a situation where the supernatural exists, but where the PC access to it is rare - kinda like if in Buffy the Vampire Slayer's early seasons it was just about Giles, Xander, Willow, and Cordellia with no Buffy. Supernatural knowledge, some access to spells, but thats not the first line of defense. SHAMELESS PLUG TIME: If you are looking for a very very adaptable spell system keyed to real world occultism you might want to take a look at Imperial Age Magick by your truly, Scott Carter, and published by Adamant Entertainment. [/QUOTE]
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How usable is Call of Cthulhu d20 magic?
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