Does anyone have (or have links to) any homebrew Low Magic paths?
I will be working on some as part of my Cultist Simulator inspired material. I haven't written them up yet, but I'm hoping to make at least three: one for the principles of Knock and Lantern, one for Forge and Heart, and one Grail and Moth. Edge and Winter get a Martial Strife instead of a Low Magic.
+Isaac Carroll Don't know what those mean but it sounds cool!
In the Cultist Simulator game there are 8 principles of magic that you and your followers can develop. For example, Edge represents conflict and transition, and Moth represents deception and attraction.
For my Godbound game I am creating some adversaries based on Cultist Simulator, like mortal cultists with a Low Magic path or a Martial Strife, and summoned entities like the Maid-in-the-Mirror (a powerful spirit of Edge and Winter). The Big Bad is going to be a Made God (the Mansus from CS) in the form of a pocket realm of dream and nightmare that reaches out to tempt susceptible mortals.
I think my Martial Strife is about finished, so next I will be working on Low Magic and probably some Theurgy. I will be posting them to this group, and I'd love to hear any feedback you have to offer.
just posted my first draft of the Illuminated Path. Let me know what you think.
plus.google.com - Here is my first draft of a Low Magic tradition for cultists of the principle...
This Is Pretty Awesome! Your Damage Values Are Way Too High For Low Magic I think. Cinnabar order does those values but at the cost of very little utility. I think the Master should do 1d8 and the archmage do 2d6. I mean these guys have a teleport which is something even Journey doesn't grant! Also is this prepared or spontaneous magic?
Thanks for the feedback. I was originally going to go with 1d6 and 1d10 but upped them due to Cinnabar. I will crank them down a bit because as you say, that path is damage-focused.
Good point about the teleport. Low magic shouldn't grant powers beyond Words. Maybe the opening power has a very short maximum distance. I'll have to think about it.
On the one hand I'd like these powers to take some time to use. On the other hand I really like the attack uses. Maybe I'll go with something like the Theurgy Invocations where the speed you cast them changes the difficulty or the consequences.
I did up a few paths - necromancy, storm magic and a pacted sorcerer path with a little extra juice for those willing to sell their souls. One of my players did up a bardic path from the Howlers. I took the format from a post I found here so can't claim credit for that
dropbox.com - Low Magic Index.ods
Those are awesome! I think the necromancer damage effect should be bumped up a rank. Though it requires touch, I think that just should upgrade an effect that is not on a primary damage path (like Cinnabarr). Otherwise, very cool. I think it would be interesting if the bardic songs could not be cast prepared or spontaneously, but required the targets to hear the performace for X amount of time. Not very useful in a standard game, granted, but flavorful!
Thank you for sharing!!!
+Matthew Skail Most welcome - glad you liked it. I tinkered with forcing the bard spells to be all performances but never found the right balance. For the necromancer touch damage spells I reckon they will have a duration of several rounds or the encounter to allow multiple attacks from a single casting. Probably wouldnt hurt to bump them to d12s though.
+John Doyle Sorry, when I said bump them up a rank I meant they should be restricted to Master and Archmage to balance with other paths.
+Matthew Skail No worries. Ill do a bit of playtesting with some necromantic cultists and see how it goes. Preferably when the death god player isnt about or they will have a bad time..