Four Integrated Magic Systems for Basic Roleplaying
Magic pervades many worlds of the Basic Roleplaying game system, for in the game every adventurer — every character — has the capacity to manipulate invisible powers.
Though the beliefs of the user shape his or her approach to magic, all magic works by certain principles which stem from the life force of the user. Life force flows in natural currents throughout the universe. Its different forms and shapes are determined by perception.
This book explains the mechanics of three independent magic systems (spirit magic, divine magic and wizardry) and details ritual magic, a system common to shamans, priests and wizards.
Spirit Magic considers the shaman, the natural energy currents of the world, and how to communicate with the spirits which live close to it. The ability to draw magical energies from within oneself is learned through contact with personal spirits.
Divine Magic users believe in the existence of great powers, personalities, and archetypes which dominate the world. Through the agency of an entity, energies are drawn from the god plane and placed in the hands of priests and priestesses.
Wizardry deals with greater and lesser mages, mortals complete in themselves who recognize only the impersonality of the universe, its immutable laws, and its exploitable qualities. They manipulate energies from many sources.
Ritual Magic is common to the three perspectives from which derive spirit, divine, and wizardly magic. These formal procedures are the skills of Ceremony, Enchant, and Summon, and each uses ritualized motion, invocation, and expenditure of power points to achieve special effects. Each of the three approaches to magic features ritual spells which must be used in conjunction with ritual procedures.
By Greg Stafford, Steve Perrin, Raymond Turney, and Charlie Krank. 72 pages. 8.5 x 11" perfect-bound paperback. This is a new printing of material that appeared in out-of-print editions of Chaosium's RuneQuest and the monograph Basic Magic.
ISBN 10: 1-56882-356-8
ISBN 13: 978-1-56882-356-0
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The big yellow BRP gave you Magic and Sorcery. This book gives three additional types as well as Ritual Magic which is a way that the other three can be cast.
The book is a reworking the Magic Book that was in Runequest 3. This book was originally published in 2011 when Chaosium wasn't publishing Runequest (obviously it is back home now) so any Runequest references have been "filed off"
So we get Spirit Magic, Divine Magic and Wizardry and some of the spells from these can be cast as rituals. Spirit Magic is for those on the Shamanic Path, Divine Magic comes from the Gods and Wizardry taps power from the universe and is more flexible in that wizards can alter the basic characteristics of their spells eg alter range, duration and strength. You of course get the spell descriptions
Basically you get magics with a bitmor flavour. I say that as The Big Yellow Book is a toolbox and Magic and Sorcery are part of the Powers in the game. This feels more cohesive.
The book doesn't whether this is meant to replace the available magic systems in BRP. Ultimately the magic systems you go for in your game world are your call
The book itself is softback 72 pages, two columns of text per page. Internal art black and white. A lot of modern rpg books are full colour so bear in mind book isn't
Overall a worthwhile addition to BRP (Bladesharp is back)