Legends of Sorcery On Sale

PosterBoy

First Post
Our Legends d20 magical companion, Legends of Sorcery, is now on sale at RPGNow.com.

http://www.rpgobjects.com/index.php?page=pro&product_id=181

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Welcome to Legends of Sorcery, the magical companion sourcebook to RPGObjects' Legends line of historical fantasy supplements. Past products in the Legends line have walked a fine line with magic, either incorporating a limited magical presence into the rules themselves (as was done in Legends of Excalibur) or publishing magic rules for each setting in a separate book for the Gamemaster to use or exclude as appropriate for his particular campaign (as was done in Legends of the Samurai). Legends of Sorcery takes the latter approach one step further, serving as the magic supplement for all future books in the Legends line. From this point forward, Legends books will be written as magic-free historical sourcebooks, providing historical information and combat classes. They will include guidelines for using Legends of Sorcery to add magic to the setting or time period (if desired).

What's different about Legends of Sorcery?
Legends of Sorcery is a skill-based magic system that abandons the spell slot system found in traditional fantasy d20 games derived from the SRD. It also abandons the spell point alternative used in past Legends books. Spells are cast with a skill check; the result of failing this check depends on the margin by which the skill check failed. Characters learn spells the same way that they cast them, except that learning a spell (adding it to the list of spells a character can use) is somewhat easier than casting that spell in the heat of battle. In addition to using a skill to represent spell casting, Legends of Sorcery also introduces the concept of the Base Magic Bonus. This represents the magical power inherent in the character's class, and serves as a modifier to any skill check the character makes to cast or learn a spell.

What's the same about Legends of Sorcery?
More than you might think. In this system, a character's spellcasting ability is limited by his skill and magical power, not by the number of times each day he can cast a given spell. However, Legends of Sorcery still uses spell levels, and all the spells in the PHB and other 3rd-party supplements will work under the rules presented here, should you wish to use them. This product changes the way spells are learned and cast, but does not alter the spells themselves.

Legends of Sorcery Includes:

* A new skill based casting system.
* 11 spell casting core classes: Alchemist, Artificer, Elementalist, Hermit, Holy Man, Monk, Naturalist, Pagan Priest, Priest, Sage, Seer, Trickster.
* New and modified metamagic feats.
* New Spells.
* New magic options
* Fate and Destiny system
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This looks great. Having bounced through magic systems, this sounds like it might be what I am looking for.

I saw from the preview that you make a distinction between Low, Medium, and High magic. Daoes that distinction apply solely to classes available, or is it covered in the meagic mechincs.

Has anybody picked it up yet? What do you think?

I am picking up my copy tonight!

Razuur
 

The division between low magic and high magic applies primarily to the classes available. We toyed with the idea of varying the spellcasting DC by magic level in playtest but decided to go for something simpler.

Of course, if you wanted magic to be easier (or harder), a DC is an easy thing to adjust.
 


Under Fate and Destiny you can pick a Fate, some task that your character is fated to accomplish.

Think "My character, Arthur, is destined to rule Britain."

Anytime you are acting in pursuit of your Fate you can spend fate points to aid die rolls, you get a number equal to your current level.

But if you select a Fate, then the game master also picks a Destiny for your character, a secret way that your character will meet his end or otherwise come to harm.

Think "be betrayed by the two people you love most" and you're in the right ballpark.

When acting to bring about your Destiny, the GM can spend points to aid die rolls to make that happen (or spend them to trigger special encounters) equal to the total number of fate points your character has ever spent.

Destinies can be detected by divination abilities, and can be caused by certain curse spells or magics such as blood oaths.
 

Sounds cool. Are Destinies intended to prevent the character's Fate, or are they something that's brought out at the end of the campaign once the Fate has been achieved?
 

Its usually an ironic end, rather than something that actually works counter to the Fate.

Here's an example from my Legends of the Samurai campaign: A samurai's infant son is orphaned as a child during clan strife and is found by a peasant woman who convinces her husband to raise the child as their own.

The player selects: "discover noble heritage" and "become the greatest swordsman in all the land".

The GM secretly selects "will slay his only living relative" as the player's Destiny.

As his career progresses, he spends fate points to discover clues to his past and win duels.

One day he meets a masked swordsman on a lonely road, who issues a challenge. The challenge is accepted and the PC swordsmen is victorious. When he pulls the mask off the swordsman he killed, he sees his own face staring back at him and realizes he has just killed his twin brother.

Edit (forgot the end) Having fulfilled both aspects of his Fate, but found only sorrow as a result, the swordsman asks his Daimyo for permission to commit seppuku and is denied. For the rest of his days he is a figure of vengeful fury on the battlefield, throwing himself into ever more dangerous duels on the battlefield, seeking an honorable end to his misery.

But, thanks to his incomparable swordsmanship, he never does. He dies an old man in bed. Unmarried and his line ends with him.
 
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