Wednesday, February 11, 2015

Grimoire

Wizards & Warriors: is there a better setting for fantasy? Maybe, but it's the one my players enojy so it's the one I'll be running the most. I change it up a bit form time to time, and right now I'm gearing up a Savage Worlds campaign. It'll be a Fantasy setting, sort of a generic one at that.

In it we'll use 3 type of magic users: Wizards, Sorcerer's, and Alchemists.Wizards use AB: Magic, and are have more utility over other casters, as they have access to the full spell list and start with 3 powers. Sorcerer's use AB: Sorcery and start with only one power and gain Dispel as a bonus power regardless of their starting rank, and gain access to all spells except for healing, greater healing, and succor.. Because they only get one power of choice, Sorcerer's tend to focus on one area of spells, such as fire, and tend to be more powerful than other casters. Alchemists use AB: Alchemy, start with 3 powers, have access to only the following spells armor, blast, boost/lower trait, burrow, detect/conceal arcana, environmental protection, fly, greater healing, healing, invisibility, light, obscure, quickness, shape change, smite, speak language, speed, stun, teleport.

All 3 are split into guilds,though it's not required you join one. Guilds do have benefits, however, such as taking care of paperwork and helping with food and lodging as well as being a center for assistance and being able to take jobs. While players could certainly find work outside of them, most people will only work with certified guild members, which means the players would need the mark of their respective guild, usually a mark similar to a tattoo but magically done so that removal is more difficult. Each has it's own requirements for membership, though each type of spell caster can generally be found in each guild.

I decided to put alchemists in the setting to give me an easy way to explain all the magical items like scrolls, potions, wands, staffs, rods, and rings. Not to mention the weapons and armor, and gloves and so forth. there is one item I am adding: Tomes. Tomes are probably one of the most useful items for a spell caster. Without the Gm doing anything, there is only one way of gaining new powers, which is the New Power Edge. Tomes change this. By reading one, a spell caster gains that new power. Below are how Tomes will work in my setting.

TOMES
Any character with an Arcane Background can use a tome, so long as he meets the Rank requirement for the spell and has the same Arcane Background as the writer. If he does, he must spend 1d6 hours per rank of the spell in quiet study. At the end of this time, he must make a Smarts roll. If successful, the reader may add the spell to his repertoire. With a failure, the character must begin the study process from scratch.

 Naturally, they only gain the spell if it's available to them as well. Fortunately, magic is not considered evil or taboo, though some uses of it might be. But for the most part, magic is just magic, and most every town has at least a small shop that items can be bought.

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