Saturday, August 28, 2010

Mini Review - Old School Magic

A day late and a dollar short it seems.  This was released on RPGNow a week ago.



Old-School Magic (for OSRIC, although with most of the Old School stuff, a little tweaking should help it work with LL, S&W and the like) offers alternative magic using classes, new spells, changes in the way magic works - the tools you can use to make your campaign unique.

Even if you don’t allow your players to access there rules, the new classes, specialists and spells for use by the DM are worth the price of admission - the changes can keep your players are their toes and can keep from just assuming they know the capabilities of the spell casters they encounter.

I may yoke some of this for a few NPC encounters in my upcoming C&C campaign.

The blurb itself:


     Old School Magic is the definitive resource for adding a personal touch to the magic of your old-school fantasy games!

Old School Magic features alternate rules of magic and advice for adapting your game into a low, medium or high magic setting.


It also includes 9 new classes, many of which are specifically tailored for low-magic settings, including the Alchemist, Artificer, Holy Man and Naturalist.


Other new classes include new specialist magic-users suitable for traditional old-school games, each with their own spell list, including the Conjurer, Elementalist and Seer.


Finally Old School Magic contains over 30 new spells, created for its specialist classes but available to traditional Clerics, Druids and Magic-Users as well.


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