| Post/Author/DateTime | Post |
|---|---|
| #1fpscanadianMar 05, 2009 0:23:59 | If anybody watches Supernatural perhaps you could help me. I want to run a campaign based on supernatural. Flipping through the menance man. There is some great stuff on weaknesses and how to atract mosters ect. But im wondering how magic would work. i dont think I will allow magic from the rulebooks but if you were to find a book on how to trap a demon then go for it. Im thinking that should have to be able to read the language its written in and have Peform:Ritual thoughts? suggestions? imput of any kind please ![]() |
| #2TheRealOrionMar 05, 2009 3:32:40 | I think what you want is Urban Arcana, in which you'll find "incantations." All that information is in the MSRDs and/or you can check one of the various web sites that posts the MSRDs in searchable form (see my sig). |
| #3MechaPilotMar 06, 2009 18:27:22 | The whoodoo in supernatural is relatively easy to port into d20 games. Most of it involves summoning spirits or demons, exorcising demons, and putting spirits to rest. There is very little mechanics involved here, as most of them are story devices. To keep it simple, i would suggest a DC 20 Knowledge Arcana check to prepare the ritual. This is the same DC required to draw a magic circle in D&D. The big barriers involved are the language the rite is written in, and finding the materials for the ritual (i'm reminded of the spongebob placemat that stands in "spongebob-side down" for an altar cloth in the episode houses of the holy). In short though, rites used as plot devices and to draw out the monster should usually work. They should be discovered or deciphered at times that are most convenient to the plot, but they should always work. |