![]() I would include the option for Scholars to research and learn spells outside the strict confines of their class advancement (with Knowledge: Arcana skill checks and the expenditure of a Fate point) as this gives them an incentive to go out and crack into dusty tombs or steal the magical scrolls of other scholars.įurther, I'd eliminate the XP costs associated with some spells (seemingly at random), though I might require a Fate point be spent to cast a Mighty Spell (one which really sweeping effects. Again, very much in the flavor of the source material. It favors ritualistic invocation styles, with many options for building up power through ritual, sacrifice, and lotus drug benders. Not so great at lower levels- though Alchemy and Herbalism somewhat makes up for this- but with higher order spells topping out very very powerfully. Generally, the magic in Conan is very much in the flavor of the stories. But such a far seperation would preclude them 'meeting', and I gather that would be what you want since you would want them all in the same campaign. D&D magic could co-exist with Hyborian style magic only if the two were so far seperated that a practitioner of Hyborian magic would be unaware that a seperate path existed to follow where not only were gods real and could dole out divine magic, but arcane magic was not dangerous at all. Why risk your soul with Hyborian magic at all? magic were available, not only would the spell selection be better (conan magic is more like traditional occult-type stuff from real world mythology, no magic missles and fireballs), but it would be more common. ![]() All magic is considered arcane as the gods may or may not exist. There are no limits to the number of magic spells that a Conan RPG magic user can use except his own power point pool which can be refilled by narcotics, sacrifice (human and otherwise), and/or a war of souls.Īlso, there is no difference between arcane magic and divine magic in Conan. In addition, Conan RPG magic uses Power Points instead of spell slots (number of spells that can be prepared). Traditional D&D magic isn't very dangerous at all comparitively. and those are systems not just roleplay). In the Hyborian Age, magic is difficult to come by and dangerous (it corrupts you physically and spiritually and makes you obsessive. The two types of magic would not balance. ![]()
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