"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, December 11, 2011

A Magical Medley, Decoys


Let me start by saying that I have never used the FUDGE system and I don't think that I owned it when I bought this book. I am certain that I have since picked it up but never played it. When I bought this I purchased it because first the price was right and then secondly the fact that it presented a number of different magic systems.

The book presents a total of six magic systems which run the gambit of types of magic. These could be used as is and as presented but they could just as easily be tweaked and renamed to fit into any campaign. The book includes conversion information for other systems including one that might work for well too known game system.

The six different magic systems presented are: African spirit magic, Bioenergetics, Celtic magic, Chinese magic, The Gramarye (pseudomedieval magic), and Occultism. The length of space devoted to each varies but I don't think any are cheated. The book also includes a short section on magic items and a dozen adventure seeds. It also includes a short dungeon crawl that though written for FUDGE could be converted.

In the end I think this was a good acquisition even if I had never eventually picked up the system. The magic systems can easily be converted to any other game system or used as inspiration. If there is anyone working on a new game and looking for some alternative ideas for magic systems this would serve them well.

From the Publisher:

A Magical Medley is a magic-rich supplement for Fudge and other role-playing games. Medicine man, biomancer, magician, monk, sorcerer, or occultist: A Magical Medley has something for everyone! We've compiled a variety of magic systems and magic-related miscellany for use with Fudge and other role-playing games. Magic systems include: African Spirit Magic, Bioenergetics, Celtic Magic, Chinese Magic, The Gramarye, and Occultism.

Plus: How to design your own magic system to suit any campaign; tips on integrating Fudge magic systems with other RPGs (and how to use GURPS Magic with Fudge), interesting magic items and tips on designing more, and adventure seeds to help GMs create their own magic-related adventures. There's also "The Tomb of Shrak Ironfist," a complete fantasy adventure loaded with magical traps and tricks.

This is an unabashed dungeon crawl in the best spirit of the early days of fantasy role-playing, and combines a touch of horror with the mystical to provide a memorable adventure.

A Magical Medley is a Pyramid Pick (reviewed in Issue 28, November/December 1997). It was also nominated for an Origins Award in the Best Roleplaying Supplement category of 1997, with competition from the likes of Delta Green from Pagan Publishing (the winner).




Spell:

Decoys


Level: Fourth
Range: 12"
Duration: 1 Turn + 1 Round/Level
Area of Effect: 2 Creatures/Level
Components: v,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user causes two events to occur. The first will be that the target creatures selected will become invisible. The second is that a exact duplicate of the creatures made invisible will appear next to them.

The duplicates that appear are actually illusions though they will have form if actually touched and generate heat signatures. When created the decoys will immediately take off as a group in the direction specified by the caster. This should allow the invisible group to slip away.

The decoys will proceed as a group until such time as an option for directions occurs. When this occurs there is a 50/50 chance that the group will remain intact or split evenly. This will occur every time that an option to go different directions occur. If the group remains intact the DM should determine randomly what direction the group goes.

If the group that is pursuing the decoys catches them and engages them in combat the decoys will pretend to put up a fight but can never hit or do damage. Each decoy can be struck three times in combat before "dying" but any magical attack will cause them to "die". The remains will continue to be visible until the duration of the spell expires.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

1 comment:

John Johnson said...

Looks like an interesting book. It would've been nice to hear a bit about the differing magic systems. How thorough does it cover each system?

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