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  • D-AGE spells as Arcana

    Has anybody ever tried to convert spells from D-AGE to F-AGE-Arcana?

    I like a lot of these spells, but for my homebrew setting I want to use the F-AGE magic system because in my setting there is no Fade, no Lyrium, no question of dreaming or not dreaming and no risk of becoming an abomination.

  • #2
    Re: D-AGE spells as Arcana

    You can find it here:
    http://roninarmy.com/threads/3414-Dr...heRedHobgoblin

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    • #3
      Re: D-AGE spells as Arcana

      Thank you very much!

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      • #4
        Re: D-AGE spells as Arcana

        If you have D-AGE, I wouldn't translate D-AGE spells into Arcana. I would translate Arcana into the D-AGE schools, and level Mages like in D-AGE in regards to talents and spell progression. I'm not a fan of the Arcana system as-is, but I think it won't handle too many extra spells, especially when some seem similar.

        You don't need Lyrium, or dreaming, or any of that to just use the basic advancement system.

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        • #5
          Re: D-AGE spells as Arcana

          I'm in the phone right now so I can't give you a link but you also might want to look at my sig. There's an old thread where someone converted blue rose spells as Dage spells. You could also use them to build more arcanas.
          DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
          AGE of Darkness - Converting World of Darkness to Fantasy Age.
          AGE of Wacraft - Playing AGE in Azeroth.

          Age of Homebrew - Links to other homebrew. Feel free to add more.

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          • #6
            Re: D-AGE spells as Arcana

            Originally posted by DiBastet View Post
            I'm in the phone right now so I can't give you a link but you also might want to look at my sig. There's an old thread where someone converted blue rose spells as Dage spells. You could also use them to build more arcanas.
            That link highlights my issues with Arcana; the system works better with a limited number of spells. In the link there are 7 spells about summoning and controlling animals that are different enough that they warrant being separate spells - granted a few are arguably different power levels of the same spell. In D-AGE, there are 7 different health spells, and that's without a Cure Poison or Cure Disease. So if you have multiple Arcana, how do you divide them? Is one advanced, or are they equal? Do you condense the differing power levels to have variable TNs and costs?

            So if your objective is to add spells, I'd say the simplest method is to reduce the schools and add choice rather than add additional Arcana with similar effects.

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            • #7
              Re: D-AGE spells as Arcana

              Originally posted by shonuff View Post
              So if you have multiple Arcana, how do you divide them?
              I dunno man, I don't use arcanas (but I think they make for pretty good "spell chains" with added benefits and are great for beginners), but if the op specifically says that he wants to use F-AGE magic system, then I think that extra arcanas and related material is more useful to the op than, you know, using another system.

              If you want more arcanas, then "how do you divide them"? Choose 4 spells you think are a great example of that arcana, make sure that they satisfy your idea of "balance", and call it a day. Its no different than creating your own arcana from scratch, or from any other homebrew.

              Maybe the op could instead just use them to create arcanas that help him fill the gaps, like illusions, charms and other non-combat spells. He may simply pick and choose the ones he wants for his own homebrew, if he decides to create more instead of settling for the ones people already converted. It's not that hard really...
              DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
              AGE of Darkness - Converting World of Darkness to Fantasy Age.
              AGE of Wacraft - Playing AGE in Azeroth.

              Age of Homebrew - Links to other homebrew. Feel free to add more.

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              • #8
                Re: D-AGE spells as Arcana

                If you want more arcanas, then "how do you divide them"? Choose 4 spells you think are a great example of that arcana, make sure that they satisfy your idea of "balance", and call it a day. Its no different than creating your own arcana from scratch, or from any other homebrew.
                This is most likely the easiest option also, it's probably better to have 1 well designed themed arcana than 2 lesser ones which might not get 'picked up'.

                I guess it also depends on how you look at themes. It could be a theme based on effects/results, such as the healing arcana having spells that all share a similar effect heal/revive. While it could also be a theme based on the name of the arcana, such as the shadow arcana having several spells with very different effects but everything thematically uses shadows.
                I think it's 'fairly' easy to mix and match these as you go along. For example if you would change the wording for healing touch to use "the restorative powers of water" (if that fits in your world) then it could fit under water arcana as well.

                Another option, which requires some more work: you could increase the number of spells per arcana, currently you get 4 spells total. You could add a fifth spell for journeyman or master but to keep it 'balanced' you'd have to do this for all arcanas. Similarly you could add another level beyond master, lot of work unless you just happen to have spells lying around.

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                • #9
                  Re: D-AGE spells as Arcana

                  I don't have an issue with the Arcana system. In the link above 72 spells from D-AGE have been converted into 18 Arcana. I checked several of them, and the prerequisite structure of D-AGE has - successfully, IMHO - been used to divide them into Novice, Journeyman and Master spells.

                  In case there should prove to be some overlapping between one or the other Arcana, I don't mind very much. Why shouldn't Mages take different approaches to common themes, as long as a distinctive Arcana standing on its own feet is the result?

                  Even having some spells available only by Specialisation rather than any Arcana is not a problem for me (Beast shapes, e.g.).

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                  • #10
                    Re: D-AGE spells as Arcana

                    Originally posted by Gerben View Post

                    lot of work unless you just happen to have spells lying around.
                    Which is my point. With D-AGE, you have 7 health restoring spells; with D-AGE and F-AGE, you have 7 or 8 earth spells; with D-AGE and the Blue Rose link, you have 8 beast summoning spells. If you used the Midgard campaign setting, there are 15 or so ink, gravity, and clockwork spells. And then you have the potpourri spells (like the weather controls or douse) that work in either broad groupings or with one or two other spells, but not with a group of 4 - unless Potpourri Arcana is a thing .

                    And that's my overall point. Arcana works if the overall spell library is limited. Converting a wider library into the system is much more work than converting F-AGE's Arcana system into a free-form one - eg, the Air Arcana is an element, so it flows nicely into Primal; the Wood Arcana flows into Creation.

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                    • #11
                      Re: D-AGE spells as Arcana

                      to be perfectly honest with you, i preferred the Dragon Age way of doing magic. now, the Arcana Talents have their merits and good sides, but over-all i think going with schools of magic works better. That way, elemental magic includes Fire, Ice, Lightning, and earth as well as a few other elements and so anything that is elemental will gain those benefits. in my Fantasy Age games, i went back to using the Dragon Age spell list instead.

                      I am working on a quick and dirty conversion for the Elder Scrolls right now and have done the same thing with the Schools. to me it is easier to deal with than remembering which level of the Arcana Talent you have.

                      but, to each his own and i hope you find what works for you
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                      • #12
                        Re: D-AGE spells as Arcana

                        Originally posted by shonuff View Post
                        ... unless Potpourri Arcana is a thing
                        Can someone PLEASE make a Potpourri Arcana now!

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                        • #13
                          Re: D-AGE spells as Arcana

                          Originally posted by VladGenX View Post
                          to be perfectly honest with you, i preferred the Dragon Age way of doing magic. now, the Arcana Talents have their merits and good sides, but over-all i think going with schools of magic works better. That way, elemental magic includes Fire, Ice, Lightning, and earth as well as a few other elements and so anything that is elemental will gain those benefits. in my Fantasy Age games, i went back to using the Dragon Age spell list instead.
                          But do you use the F-AGE rules (meaning, Magic Focusses belong to Intelligence, Spell Power and Magic Points to Willpower), or do you use Magic as a tenth ability?

                          Are there going to be problems, if you use F-AGE rules with D-AGE spells and substitute Intelligence for Magic concerning casting roles and Ability Focus acquisition?

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                          • #14
                            Re: D-AGE spells as Arcana

                            Originally posted by rulandor View Post
                            In case there should prove to be some overlapping between one or the other Arcana, I don't mind very much.
                            I wholly agree. This is the principle I use in my modified FAGE, and it works, even with the Arcana talents.

                            Basically, I have a list of spells and a list of Arcana. The relationship between spells and Arcana is not one-to-one, more like many-to-many.

                            For example, Spell A can be accessible via Arcana X (Novice), Arcana Y (Novice), or Arcana Z (Journeyman). And by taking Arcana X (Novice), you get your pick of any two spells among Spell A, Spell B, Spell C, and Spell D. ^_^

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                            • #15
                              Re: D-AGE spells as Arcana

                              Here's the link to the list I've created:

                              https://docs.google.com/spreadsheets...it?usp=sharing

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