Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Thread Tools Display Modes
Old 06-17-2020, 01:36 PM   #31
Axly Suregrip
Join Date: Jun 2018
Default Re: Spell Books

Originally Posted by tomc View Post
This is cool. ... The impulsiveness of youth, and all that.
Thank you. Yes, it should not be mandated. A rash youthful hedge wizard may not even know literacy. The more flavors the more fun.
Axly Suregrip is offline   Reply With Quote
Old 06-17-2020, 03:52 PM   #32
hcobb's Avatar
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Spell Books

Here's the spells I'd add to the list:

Drain Strength: If you've got 5 minutes for casting then you can spread the resting out across the party.

Cleanse Poison.


Summon Scout.

And at IQ 14 Telepathy (to deal with language issues.)
hcobb is online now   Reply With Quote
Old 06-17-2020, 11:11 PM   #33
Join Date: Aug 2018
Default Re: Spell Books

I haven't had enough campaign play to really get a handle on how to tweak the magic system outside of the RAW. I have some ideas, but nothing concrete.

I'm a huge Jack Vance fan, so my view of magic in my game worlds is that of a very advanced working unified theory of science being manipulated by people who have little to no knowledge of those underlying theories. This is done by memorizing the algorithms to unleash the energies necessary to achieve the desired result. It's kind of a "standing on the shoulders of giants" thing. That's why it's so tightly defined (few spells), the spells can't really be tweaked, and new spells aren't a thing.

Even the greatest wizards could only encompass a handful of the most powerful magics in Vance's Dying Earth. This sounds like Wizard to me. No wizard in The Labyrinth is a walking spell encyclopedia.

Later, the source of all magic is intimated to be based around the indenture of a race of genie-like beings known as Sandestins who exist outside of time. Not sure what I'll do with that, but having a even a relatively weak Sandestin in your indenture would make you a very powerful wizard.
Original_Carl is offline   Reply With Quote
Old 06-18-2020, 06:22 AM   #34
hcobb's Avatar
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Spell Books

If you want to go all Vancey-pants then make Write Scroll take hours instead of days. And allow literate heroes who know Alchemy to read these scrolls. (Perhaps at an additional die rolled to cast?)

Last edited by hcobb; 06-18-2020 at 06:29 AM.
hcobb is online now   Reply With Quote

grimoires, guilds, magic, thaumatology, wizards

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 02:18 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2022, vBulletin Solutions, Inc.