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Saturday, 11 February 2017

Progress In Medieval-Authentic OSR Game: the Magister

So, to give you another update, at this point I've finally managed to get through the magic-user magic bits.

I think that was the truly hard part. The rest will take time but it will be a lot less challenging. I think I've ended up with a pretty good set of rules for the different forms of magic that were practiced in the medieval/early-renaissance period.

I haven't covered absolutely everything that was being done back then, mind you, there could be room to add more stuff. But the ones I included are (I think) enough to make it work.  Importantly, Magisters are also masters of knowledge, not just magical power, which is very true of the medieval/renaissance wizard. They were the academics of their age.





So what can a Magister know?

Well, they have the ability to have lores in (non-magical) alchemy, astronomy (which includes cartography and navigation), court politics/etiquette, apothecary, history, law (religious or secular), medicine, natural philosophy (basically, science as understood in the middle ages), occultism and languages.




And in terms of magic?  Here are the different techniques of magic that the Magister will be able to master:

1. Summoning, which will be more or less the same as it appears in Dark Albion.

2. Astrology.

3. Cures: a variety of different magical techniques for healing, to cure illness, injury, parasites, madness, blindness and hunger.

4. Banishing: to cast out evil spirits, create areas secure from magical interference, and establish a magical temple for assisting wizardly work.

5. Battle Magic: spells for aggressive use, including a magical 'blasting wand', protective bread, invisibility, breaking out of bonds or through locks, earthquakes, and curses.

6. Talismans: magical amulets or objects that grant special abilities to the wearer. There are 32 of these, with a variety of effects, connected to different 'planetary' spirits.

7. True Alchemy: magical alchemy, which I previously covered in this blog. It covers everything from rain-making to immortality (and of course, turning lead into gold).



So that's it for now. I'll post more updates as I keep going with the project.


RPGPundit

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11 comments:

  1. I am really excited for this game!

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  2. really looking forward to what this turns into

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  3. Sounding awesome. I can't wait to foretell events based on the position of the stars and planets.

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  4. Can't wait for this! Ever since I picked up Dark Albion I been messing around with the system you included, this sounds really cool.

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  5. That's great to hear! This system will be a revision and expansion of that Appendix P houserule

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  6. Replies
    1. Yes, but a little more variant than the standard OSR book.

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    2. Hope so. The standard OSR book seems to be content with changing the word "like" to "similar to," slapping a different name on the cover, and calling it a new game.

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    3. Yeah, this won't be like that.

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    4. Cool. I really enjoy Arrows of Indra and Dark Albion. Both also make handy reference books even when not being used for those particular settings.

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    5. Heck, I learned what coroner used to mean!

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