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Thread: Teleportation and other missing magics

  1. #1
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    Teleportation and other missing magics

    It suddenly dawned on me that AGE has no teleportation magic, amongst other things.

    For Green Ronin Reps: Will we be getting more arcana in future books to help those who like high-magic fantasy worlds?
    For the masses: Anyone have some decent homebrew arcana (particularly teleportation) to share?

  2. #2
    OPA Belta mdlthree's Avatar
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    Re: Teleportation and other missing magics

    Do you mean really long distances? Or instantaneous movement? There are a couple in the FAGE Core book of the latter.
    • Earth Arcana - Earth Speed
    • Shadow Arcana - Shadow Slip
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    OPA Belta VladGenX's Avatar
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    Re: Teleportation and other missing magics

    in addition to the above movement spells, i am currently working on a TIME arcana that has a Teleportation Spell in its traditional sense. the player will spend more MP and have to make a Higher TN in order to go farther. it is still a WIP

  4. #4
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    Re: Teleportation and other missing magics

    Quote Originally Posted by mdlthree View Post
    Do you mean really long distances? Or instantaneous movement? There are a couple in the FAGE Core book of the latter.
    • Earth Arcana - Earth Speed
    • Shadow Arcana - Shadow Slip
    Yeah, both of these serve the 'short distance combat teleport' role, and increase a character's ability to explore somewhere without being game breaking. Both also possess hard counters (respectively the mage standing on anything other than dirt and bright light sources). From the Companion there's Dryad's Door (which again has a hard counter). What is missing is both a teleport without a hard counter (which we likely won't see in an official product, as it would reduce the worth of existing teleports) or a long-distance strategic teleport.


    I'll agree that there are several kinds of magic that would be nice to see, including rules for demon summoning (potentially as part of an Arcana, potentially as stand along rituals), more spells for the existing Arcana, and such things as magical alchemy (F-AGE alchemy is a massive letdown, not even allowing you to create healing potions or antidotes). But for the sort of tactical encounters F-AGE is focused on the existing magic works well, and some of the spells have a surpising amount of noncombat use (while for others their noncombat uses are pretty obvious, hello Psychic Arcana). We will almost certainly get more Arcana and spells at some point, just like how we'll almost certainly get more Talents and Specialisations, and I suspect this world-building book apparently coming up will have some advice on high fantasy and strategic magic.

    Really, magic is one of the few things I'm 100% fine with in F-AGE. It's not like Talents, where there's some I hate with a passion, I think it's a good selection and there's nothing there which is completely useless or let you do something that nobody would have thought required a Talent if it wasn't there (looking at you Contacts, I'm currently homebrewing an Inquiry Talent that'll replace it in my games).

  5. #5
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    Re: Teleportation and other missing magics

    What sparked the question was that I was running an adventure that was converted from another system. In it, the wizard immediately teleports away leaving his flesh golem to combat the heroes. After it was all said and done, I figured I should flesh out the wizard some more so that I could use him as a recurring lieutenant for my big bad. That's when I noticed that there wasn't anything RAW to explain a teleportation circle.

  6. #6
    Protomolecule Host gabeprime's Avatar
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    Re: Teleportation and other missing magics

    You can have it explained that the wizard has some sort of magical device that he had researched and created that allows him to teleport but only to a specific destination. This way, it still allows him to perform this teleporting escape but not change the game too much by allowing a character to teleport to just about anywhere. Maybe even make the device a single use device and then it has to be rebuilt again for it to be reused.

  7. #7
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    Re: Teleportation and other missing magics

    Quote Originally Posted by gabeprime View Post
    You can have it explained that the wizard has some sort of magical device that he had researched and created that allows him to teleport but only to a specific destination. This way, it still allows him to perform this teleporting escape but not change the game too much by allowing a character to teleport to just about anywhere. Maybe even make the device a single use device and then it has to be rebuilt again for it to be reused.
    Thanks for the suggestion, @gabeprime. I think I've figured out a way to explain a new and secretive Spacial Arcana that ties in nicely with my world's mythos. Just need to flesh it out some more.

  8. #8
    OPA Belta
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    Re: Teleportation and other missing magics

    Agreed. General teleportation sounds great as a narrative effect, which allows it to be used with standing stones, mirrors, etc. That way it doesn't make the localized versions redundant, and you don't have to create the spell!

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