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A Magical Medley [Paperback]

Edward P., Jr. Beard (Author), Ann E. Dupuis (Author)
4.0 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

May 1997
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: An introduction to designing your own magic system to suit any campaign; tips on integrating FUDGE magics with other role-playing games (including conversion notes for using GURPS(R) Magic with FUDGE); and a miscellany of magic-related adventure seeds and items for use in a variety of campaigns (including "The Tomb of Shrak Ironfist," a complete fantasy adventure; and magic items ranging from mailboxes that automatically dispose of junk mail to artifacts of awesome and mysterious powers).


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Editorial Reviews

From the Back Cover

A Magical Medley Within This Tome...

Medicine man, astromancer, magician, monk, sorcerer, 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. Here's what you'll find inside:

FUDGE Magics and Other RPGs Never heard of FUDGE? That's all right; we give you tips on how to use this book with other role-playing games. But just in case you're interested:

FUDGE is a customizable role-playing game - a game designer's construction kit. The magic systems in A Magical Medley show just how flexible the FUDGE game is. And if you'd like to explore FUDGE further, the complete FUDGE rules are free on the internet! (See page 128.)

Magical Design Have you ever wanted to design your own magic system, to get magic "just right" for your campaign? Here's how!

African Spirit Magic Meet the Mganga, Mchawi, and Walozi - the medicine men, sorcerers, and witches of Africa. Characters can use masks, amulets, and fetishes to commune with the spirits and perform magic.

Bioenergetics Bioenergetics presents a science fiction "magic" system with telepathy, telekinesis, and other mind powers. Bioenergetics skills can be used to heal, to protect, and to navigate between the stars. But not every Bioenergetic Scientist uses his powers for Good....

Celtic Magic Many fantasy worlds draw on Celtic myth for inspiration. Celtic Magic provides information on the Celts, plus a magic system for druids, bards, and other Celtic characters.

Chinese Magic Buddhist and Taoist Monks, Feng-shui Men, and Chinese Doctors and Alchemists all have different magical powers in this system, based on Chinese myths, legends, and philosophies.

The Gramarye The Gramarye is a powerful and versatile magic system for typical fantasy campaigns. A mage can do almost anything within the scope of the "Realms" and "Colleges" he knows, if he has enough mana to power the spell....

Occultism Inspired by the works of H.P. Lovecraft, Occultism is a flexible magic system that does nasty things with a Sanity attribute. Perfect for 20th Century "occult" role-playing, Occultism works with historical and fantasy games as well.

Magical Items From the Amulet of Beneficial Quantum Manipulation to the multi-purpose Wizard's Cloak, A Magical Medley offers unique and interesting magical items.

Magical Adventures The Tomb of Shrak Ironfist is a complete adventure in the classical "dungeon crawl" style, rich in magical traps and treasure. Several adventure "seeds" will help you design your own adventures.

Excerpt. © Reprinted by permission. All rights reserved.

Magic and Society Beyond the physical workings of magic, there's another question GMs must address - the interactions between magic, mages, and societies in the campaign world. The more powerful magic is in the campaign, the more it should affect the civilizations in that world. It's impractical to try to determine all the ramifications magic may have on the culture, ecology, economy, history, and politics of the campaign setting, but the GM should explore the major possibilities when designing a magic system.

For example, if only a few people have the ability to cast magic, society may revere them as elite wise men - or revile them as evil-doers. If magic users are elite and powerful, they should rule the world (and perhaps do, either openly or secretly) unless there are checks and balances in place. Possible checks include persecution of magic users, binding oaths enforced by more powerful mages (this can lead to renegades who refuse to abide by the rules), or the mages' vulnerability to armies of sufficient size to overwhelm them before they can complete a spell. If mages are very rare, their effects on society should be less, although they may have cumulative effects over time.

The GM should decide what laws the various societies within the campaign world impose on mages and the use of magic. In some places, magic may be illegal, or taxed, or regulated. There may be magician Guilds who protect their members but punish non-members caught practicing magic. The possibilities are endless....


Product Details

  • Paperback: 128 pages
  • Publisher: Grey Ghost Press (May 1997)
  • Language: English
  • ISBN-10: 1887154027
  • ISBN-13: 978-1887154024
  • Product Dimensions: 10.8 x 8.3 x 0.5 inches
  • Shipping Weight: 12 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #1,708,447 in Books (See Top 100 in Books)

 

Customer Reviews

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4 of 4 people found the following review helpful:
5.0 out of 5 stars Magical Medley: a great gaming resource for any system!, November 15, 1998
By A Customer
This review is from: A Magical Medley (Paperback)
Just reading through A Magical Medley gave me more ideas for games than I can easily accomplish. The rules for Celtic magic included ideas for magic I had never contemplated before, and the Gramarye was one of the most flexible "Classic Fantasy" magic systems I'd ever seen. Even magic systems I didn't normally enjoy working with were presented in such a way that I was having ideas for games that would be ideal for that style of magic. The ideas for magical items in the back of the book go far beyond the ordinary "Sword +2", and all are springboards to new and unusual magical items or quests. Finally there was the one adventure in the book. I ran it as a quick adventure for a group of people I was just meeting for the first time, and I had never run Fudge before, nor had they played it. It was great fun, with most of them telling me how great it was. The only down side is that now they expect me to come up with that quality of adventure the next time I GM for them!
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3 of 4 people found the following review helpful:
5.0 out of 5 stars A number of adaptable magic systems for use in any game, September 22, 1998
By A Customer
This review is from: A Magical Medley (Paperback)
A Magical Medley is a wonderful sourcebook on Magic, written for FUDGE, the freeform, universal Do-It yourself Gaming Engine. What this means to you is that FUDGE is a role playing game in English, which makes all the magical systems and information within this book useful for any system you role play in.

There are many magical systems, rules for converting Gurps Magic spells to Fudge, and a generic noun/verb magic system called the Gramarye that is worth the price of the book by itself, in my opinion.

So if you you are in the mood for magic, look no further!

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0 of 4 people found the following review helpful:
2.0 out of 5 stars A decent sourcebook., August 17, 2008
By 
Patrick Arakel (Orangevale, CA United States) - See all my reviews
(REAL NAME)   
This review is from: A Magical Medley (Paperback)
A decent sourcebook for different traditions, even if you don't play Fudge. Of course I may be a bit biased since I wrote 2 of the articles. Chinese magic is OK, I think, though I am now embarassed by Bioenergetics.
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Inside This Book (learn more)
First Sentence:
With its word-based systems (traits rated from Terrible to Superb), FUDGE can be easily translated to other game systems  and vice versa. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
mana bonus, spell resolution, mana cost, mana stone, formal spell, casting aids, spell aids, wound penalties, skill roll, desired spell, occult skill, wound level, magic resistance, magic type, more mana, casting roll, combat round, spell duration, resistance roll, magic system, target creature, supernormal powers, psychic plane, casting magic, magic items
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Difficulty Level, Shrak Ironfist, Difficulty Great, Bioenergetic Scientists, Very Hurt, Invoke Aid, Near Death, Alchemical Knowledge, Defensive Damage Factor, Difficulty Varies, Magic Battery, Offensive Damage Factor, Situational Roll, Upon Closer Examination, Mind Read, Strength Good, Mind Block, Power Rating, African Spirit Magic, Ch'iang Shich, Great Strength, Law of Similarity, Basic Bioenergetics, Bind Spirit, Casting Limitations
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