#magic

More Magic Rules

Introduction

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This article is part of the series where I share parts of my home-brew RPG - Rope, converted to Fudge (of course). I'm doing this to push myself to actually get the conversion done, so I can start running it again in earnest :).

This is a port from my RPG I created before finding Fudge, and has not been tested. If you do use it, I would love to get some feedback on this!

This article depends on several other articles I have written in the past. Please reference them for details on some of the terms in this article:

This article explores more rules around spell casting, allowing the creation of more thematic magic-users, and to be able to have more interesting spell-caster combat.

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Fudge Familiars

Introduction

/img/familiar1.gif

This article is part of the series where I share parts of my home-brew RPG - Rope - converted to Fudge (of course). I'm doing this to push myself to actually get the conversion done, so I can start running it again in earnest :).

This is a port from my RPG I created before finding Fudge, and has not been tested. If you do use it, I would love to get some feedback on this!

This system uses the Spell Crafting and Item Crating rules from my previous posts. I recommend reading them first to understand the actual Item Crafting mechanic.

Familiars are a staple in most high-magic systems. My intention is to make the familiar a key part of a character; the familiar is ever-present, needs care and/or attention, and is not a tool that is used only when convenient. Therefore, I chose to bind the well-being of the familiar to the keeper, and vice versa. This will also allow clever non-magic using Characters to utilize this potential weakness.

A familiar is a small magical creature bound to a keeper. Depending on the setting a familiar can look like a normal animal, or might be a different kind. In some settings familiars are actually spirits. Whatever shape familiars take, these rules remain the same.

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Item Crafting - Creating magical items in Fudge

Introduction

/img/item-crafting-crown.gif

This article is part of the series where I share parts of my home-brew RPG - Rope - converted to Fudge (of course). I'm doing this to push myself to actually get the conversion done, so I can start running it again in earnest :).

As this is a port from my RPG I created before finding Fudge, and has not been tested a lot. I would love to get some feedback on this!

This system uses the Fudge Tasks and Spell Crafting from my previous posts. I recommend reading them first to understand the actual Item Crafting mechanic.

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Spell Crafting - A new Spell Casting mechanic for Fudge

Foreword

This is the second article that was supposed to be published in the Fudge Compendium. This system uses the Fudge Tasks from my previous post. I recommend reading that first to understand the actual Spell Crafting mechanic.

Yet another Magic system for Fudge? Yes, indeed. This is an open system like the Example Magic system of the Fudge SRD however it is a bit more formalized and predictable, and allows the players to also design spells and not rely only on the GM. This system also introduces 3 sources of magic, to give a bit of flavor.

Introduction

Magic in Spell Crafting falls into 3 realms: Divine Magic, Spiritual Magic and Sorcery. Divine Magic is practiced by Priests, Spiritual Magic is practiced by Animists, and Sorcery is practiced by Wizards. Unlike many other systems, Spell Crafting does not use any kind of spell lists nor even ready-made spells, instead it is up to the player (and the GM) to invent the spells. It is intended that the player will only need to know what they wish the spell to do. It is the GM who provides the mechanics of the spell i.e. how many points it will cost, etc. The player is free to provide flavor i.e. what it looks like when the spell is cast.

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