DICE PACKS BUNDLE
  1. #1

    Secrets of Magic: Compendium

    Secrets of Magic offers some changes to the way spellcasters work, both through the two new classes (Summoner and Magus) and with some optional rules or campaign approaches to magic. I thought perhaps having a sounding board to discuss some of this, how various GMs and Players might approach thee use of the rules in FG, and tricks for making the gameplay smoother/easier might be in order.

    That said, let's start with a quick overview of what to expect in Secrets:
    • Chapter One kicks us off with some good, history and campaign flavor to how magic works in Golarion. Even for campaigns not set on the core Pathfinder world, anyone interested in adding some depth or just enjoys interesting reading on the subject, will find it worth the time. For people interested in some meat on the bones, there are a slew of new Magical Backgrounds available, with a set of Rare Backgrounds that aren't the standard sort as they add new abilities or powers in lieu of some of the usual feats or skills.
    • Chapter Two is all about the Classes. With Magus and Summoner, there's a new approach to spell lists as their prepared spells climb up the levels, eventually dropping lower slots. Both classes are what would be considered hybrid classes in days past, as they do not focus solely on spellcasting: one ties in martial skills with their magic use, while the other has a special bond with their Eidolon companion that makes them them unique. The diversity and different approach should be interesting and fun for those looking for a different sort of caster. Because there are two new classes, this chapter also offers New Archetypes for those looking to a taste of them to a character of a different class.
    • Chapter Three offers New Spells. A lot of them. Including some new spell types suited to some of the new rolls and classes, such as Minion Magic: spells that affect companions. This new magic covers all 4 Traditions and also includes new Focus Spells and Rituals. There's a lot in there that should find something interesting for every sort of spellcaster.
    • Chapter Four is about Magic Items. And who doesn't want more of that?!? It's more than just a list of new magic to find, it gives a little food for thought about the creation, investing, activating, and noting about magic items. Probably more exciting, for most, is there are a slew of new Magic Item Types that will be found within the pages. I don't want to give away too much here for those who want to have their inclusion in a campaign to be a mystery and surprise, but there are some fun items in there that really offer some great ways to add more flavor and enchantment to the game.
    • Chapter Five is called the Book of Unlimited Magic. Maybe not quite unlimited in truth, what it does offer is a way to really throw some twists in how magic works, how it acts, how it manifests, where it might develop or flow, and more. There's a lot in this chapter, including New Archetypes for many of these magic approaches, new spells or variant rules, etc. There's some pretty cool ideas in there, but as they are generally a little different in how magic is used, Players will want to make sure they fit in with their GM's Campaign and GMs will want to read them carefully to see if they are suitable.

    With only two new classes (and their spinoff archetypes), it's hard for me to say this is the most impactful book when it comes to adding options for players, but if you love spellcasting, like new interesting magic items and spells, or want to include some different types of magic use to a campaign, I think this book will be well worth snagging.

    Details aside, there are new features in this book that will require some attention to characters. There is a lot of Automation coming with it, so have no fear when it comes to most of the spells implementations, how your spell lists look as you raise levels, or even how an Eidolon is tied to a character - that's in there (or will soon be, at worst). Even so, there are some new ideas or rules that will require some extra effort that automation can't cover. Things like True Names or Ley Lines. There might be new feats or spells/rituals for some of it, but introducing them to a campaign won't be as easy as just saying, I have this Feat that allows me to do X. Some thought and effort will be required to integrate it into a campaign will be required. For anyone who has the Hardback or PDF in hand already, you'll have a headstart and know what I mean.

    With that in mind, if anyone has any questions, suggestions, or ideas about some of these new rules, how to make it work (or how you've made it work) within Fantasy Grounds, post here and hopefully we can get a good assortment of replies that will make Secrets of Magic even better for FG.

    Enjoy!
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  2. #2
    It's been officially released.
    https://www.fantasygrounds.com/store...ZOSMWPZO2108FG

    For technical issues, bugs, and developments on this product, head over to Trenloe's post on Secrets of Magic:
    https://www.fantasygrounds.com/forum...and-DLC-issues

    This here is more for discussions on the product, tips and tricks for its use, and additional content.
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  3. #3
    So for those who have this and are interested, I put out a new Drag-and-Drop module to compliment the Secrets of Magic. It's not completed yet, but it has the Magus features in it.

    You can find a video of it here (YouTube Video).

    You can find the Forge Listing here.

    Sneak peek at what it looks like currently:
    Attached Images Attached Images
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  4. #4
    New version of the Compendium should be active soon in the Forge.

    It will have both the Summoner actions and Heightened Cantrips (that require some extra work to heighten) added:



    Plus I've put in the Eidolons from the DnD Companions so they can be found with Secrets of Magic, too:



    Enjoy!
    Attached Images Attached Images
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

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