Galethorn
First Post
Ok, so, I'm working on a fairly hefty variant magic system for Grim Tales, and here's what I've got so far...
1. There's "basic" magic which is craft/knowledge-based (alchemy, rituals)
2. There's "difficult" magic which you need to spend feats and talents to use/train the associated skills (divination and spells)
2a. The feats will be things like Magic Sensitive, Manipulate Magic, and Divination.
2b. The talents will be things like Force, Transformation, Life Magic, etc.
2c. The skills will be things like Force (Elemental, Kinetic), Transformation (Self, Objects, Beings), and Life Magic (Healing, Harming, Animation).
2d. To cast a spell, you'll make a skill check (which you can ususally take 10 on), and the effect will vary depending on the result of the roll, and there will be an associated vitality cost.
All the 'guts' of this system are still up in the air at this point, and I'm looking for any resources, advice, or whatever, to reduce the actual amount of material I have to make from scratch, and then playtest.
Anybody?
1. There's "basic" magic which is craft/knowledge-based (alchemy, rituals)
2. There's "difficult" magic which you need to spend feats and talents to use/train the associated skills (divination and spells)
2a. The feats will be things like Magic Sensitive, Manipulate Magic, and Divination.
2b. The talents will be things like Force, Transformation, Life Magic, etc.
2c. The skills will be things like Force (Elemental, Kinetic), Transformation (Self, Objects, Beings), and Life Magic (Healing, Harming, Animation).
2d. To cast a spell, you'll make a skill check (which you can ususally take 10 on), and the effect will vary depending on the result of the roll, and there will be an associated vitality cost.
All the 'guts' of this system are still up in the air at this point, and I'm looking for any resources, advice, or whatever, to reduce the actual amount of material I have to make from scratch, and then playtest.
Anybody?