To hell with you, mediaprophet
for sticking this idea in my head. I was going to cross-post this to the championsrpg community, but most of them are here anyway.
So, instead of just owning Fantasy HERO, I started to read it. :)
There are some pretty neat ideas crammed into the magic section, particularly along the lines of buying spells either as Talents or Skills, limited by Fringe Benefit Membership Levels, and/or Active Point Totals, etc. Essentially, allowing a character to build a grimoire or sorts, instead of one attack, one defense, a movement and a sensory spell (which, under the old Fantasy Hero system was all many Arch-Mages could afford).
Currently I'm working on a number (I'll say eight for now, but the number is neither relevant nor fixed) of "Colleges."
The idea is to give each college a "theme & method."
The goal is to create a world where a number of Colleges strive for political (and magical) dominance.
The 2 things to avoid: Elemental schools & "form" Schools (ie, a Conjuration school versus an Evocation School, to borrow some familiar D&D terms).
can help me with (and this requires no
familiarity with the rules!): Come up with a rough framework for me. A couple ideas strung together.
Two and a half examples:Mournhold College
Their founder walked the realms of the dead for a century, and returned with dark lore best left forgotten.
Strengths: Aid & (past) divination spells. (Summoning "possessing spirits" to give strength, or to aid knowledge). Spells that drain or weaken the living (but no transfer, death not vampirism).
Weaknesses: Travelling spells, spells that effect non-living materials, including the undead.
Feel: Ash & bone, chilly breezes and unholy howls.
Dress: Mournholders normally dress in off-white (bone) coloured robes, and in public wear thin gloves and silk "skull" veils.The Green and Purple College
(and a kudo
goes to Jack Vance for this school).
The lore of lost Panaguria, of the gleaming cities of glass and bronze, survive in this school's strange nigh-weightless metal tomes.
Strengths: Wards and walls. Destructive rays. Enchanting auras that enhance items.
Weaknesses: Sensory or stealthy spells, charms and spells that effect the mind.
Feel: Flashy displays of green and purple light. Shining glyphs annd sigils swimming across enchanted items.
Dress: Voluminous and richly embroidered robes and sashes ... featuring green and purple. The Alembic School
Not a college, although they put on the airs of one, the Alembic School is a loose collection of Alchemists and snake-oil salesmen.
Strengths: Potions and philtres of great expense and only minor efficacy.
Weaknesses: Anything magical.
Feel: Like swallowing a Bromo and stove grease.
Dress: Gaudy costumes and paste bangles, to appear wealthy and successful.