Moderators: Amaril, Sean Patrick Fannon


Sean Patrick Fannon wrote:Just wanted to stir the coals up a little. This is a total teaser, since it doesn't give you what High Magic effects are going to be possible, but I did want to let you know where things are potentially headed...
HIGH MAGIC SPELL
Requirements: Legendary, Archmage OR Archon OR Pathmaster, Knowledge: Magic d8+
Legendary spellcasters cast legendary spells, using High Magic to create mystical effects of grand vision, or terrible consequence.
Each time this edge is taken, the hero selects one spell he knows. He may now make use of any and all High Magic options listed for that power (see Powers, later in this section). This edge may be taken any number of times, applied to a new power each time.


Sean Patrick Fannon wrote:Just wanted to drop a note here and let anyone know who's paying attention that there's been a lot of work done on this front. Quite frankly, it delayed the entire development process considerably.
This is not, as it turns out, a bad thing.
Why?
Because what comes out of this will be rules for magic that will absolute rock the Savage World to its foundation. People who want "moar" for their fantasy magic will get it in ways they might never have imagined.
I still have a ways to go, mind you. All of the Powers need some High Magic effects added in, and that's a whole universe of design and development all its own.
Just to give you an idea, however, here are some sections that have been added to the book to accommodate this new direction.
* High Magic (Long term, big, and permanent effects)
* Ritual Magic
* Places of Power; Times of Power; Sources of Power (including blood sacrifices for Acolytes)
* Filaments and Loci (basically, ley lines in Shaintar)
In other words, magic in Shaintar (and in any campaign that makes use of these rules) is going way beyond the 'spend some PPs, zap an effect' for those who seek more.
(See what you did, Tommy?)
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