Spirit Magic for Legend
- MongooseMatt
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Spirit Magic for Legend
We have posted a 16 page free add-on module for Legend, covering Spirit Magic. As with the core rulebook, it is Open Content!
You can grab it at;
http://www.mongoosepublishing.com/pdf/l ... tmagic.pdf
You can grab it at;
http://www.mongoosepublishing.com/pdf/l ... tmagic.pdf
Re: Spirit Magic for Legend
Not an expert on Spirit Magic, so I can't see this myself. Has the S&P articles on Spirit Magic been merged with this content?
- Dan
- Dan
Check out my RuneQuest 6 blog!. It now has an adventure idea generator 
Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf

Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf
Re: Spirit Magic for Legend
Why does it still say Fetch? 

Re: Spirit Magic for Legend
My understanding is that a fetish is an object that is used as a dwelling place or binding object for a spirit. A fetch is the special companion spirit of a Shaman, and is awakened/found during the creation of a Shaman.mwsasser wrote:Why does it still say Fetch?
That said, I was disappointed to see that the creature stats for the Fetch are divorced from the section about the Fetch by the start of the next section. There is also no title bar to the creature stats stating what they are. As the MRQ2 monster Coliseum book did this frequently, and meant it was somnetimes tricky to identify which stat block went with which creature. I hope this doesn't mean the Legend creatures book suffers from the same layout issues.
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- Nickbergquist
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Re: Spirit Magic for Legend
Awesome, glad to have this.
@Harshlax: The Monsters of Legend (snagged the PDF last night) has a superior layout and presentation of information to Monster Coliseum, fyi; it is easy to determine what stat block belongs to which monster, and it fixed the MC problem of guess about such.
@Harshlax: The Monsters of Legend (snagged the PDF last night) has a superior layout and presentation of information to Monster Coliseum, fyi; it is easy to determine what stat block belongs to which monster, and it fixed the MC problem of guess about such.
http://realmsofchirak.blogspot.com
Tales from the Watchers of the Sullen Vigil - A Legend/BRP/RQ setting of dark fantasy:
http://realmsofchirak.blogspot.com/2012 ... ullen.html
Tales from the Watchers of the Sullen Vigil - A Legend/BRP/RQ setting of dark fantasy:
http://realmsofchirak.blogspot.com/2012 ... ullen.html
Re: Spirit Magic for Legend
Good to know, I bought the book after reading this, and that layout is so much better! The page size is great too, it means you can easily read it on a kindle without adjusting the view. Very handy!Nickbergquist wrote:Awesome, glad to have this.
@Harshlax: The Monsters of Legend (snagged the PDF last night) has a superior layout and presentation of information to Monster Coliseum, fyi; it is easy to determine what stat block belongs to which monster, and it fixed the MC problem of guess about such.
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Re: Spirit Magic for Legend
I'm afraid that no. It's not merged. I would say that is exactly the spirit magic chapter of MRQ II's book word by word.Dan True wrote:Not an expert on Spirit Magic, so I can't see this myself. Has the S&P articles on Spirit Magic been merged with this content?
- Dan
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Re: Spirit Magic for Legend
Pity. It was the two S&P articles that really gave Spirit Magic a place in my game world (and my head). Of course they're still readily available but I wouldn't have minded one complete Spirit Magic document.Fonso wrote:I'm afraid that no. It's not merged. I would say that is exactly the spirit magic chapter of MRQ II's book word by word.Dan True wrote:Not an expert on Spirit Magic, so I can't see this myself. Has the S&P articles on Spirit Magic been merged with this content?
- Dan
Re: Spirit Magic for Legend
It's definately not a word-for-word reprint of the RQ2 Spirit Magic chapter. it includes Guardian spirits and Bane spirits which were introduced in the Spirit Magic article. It does seem to be a rewrite of the chapter and does provide a framework for scaling spirits and their effects, which the original did not.
I would say it was a rewrite on light of the 2 part article, but nowhere near as thorough as that.
I would say it was a rewrite on light of the 2 part article, but nowhere near as thorough as that.
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Re: Spirit Magic for Legend
Guardian and Bane spirits were introduced at the Core Rules, not S&P.
And they scale in the same way of the Core Rules too, individually for spirit type, not in the same way for all, as the S&P article.
I don't see anything changed or new, but I'm not native and could be wrong.
And they scale in the same way of the Core Rules too, individually for spirit type, not in the same way for all, as the S&P article.
I don't see anything changed or new, but I'm not native and could be wrong.
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Re: Spirit Magic for Legend
A quick scan of the spirit magic download does make it appear as though it is simply a word for word copy of the RQII chapter except for spirit worshippers being renamed seers/votaries.
Re: Spirit Magic for Legend
I admit, scanning it afresh alongside the original chapter, does seem to suggest it's not the rewrite that was promised, but a simple edit of a couple of terms.
That is disappointing as I was hoping a clearer framework, along the lines of the Signs & Portents article, was implied by the seperate release and is necessary to make such a different magic system playable.
May I ask why this wasn't done, given the criticism of the original chapter, and the praise directed at the S&P articles? May I also suggest that you collate the essential articles from S&P, along with converted MRQ1 adventures into a Legend release or it will become more and more difficult for newcomers to the system to find them.
That is disappointing as I was hoping a clearer framework, along the lines of the Signs & Portents article, was implied by the seperate release and is necessary to make such a different magic system playable.
May I ask why this wasn't done, given the criticism of the original chapter, and the praise directed at the S&P articles? May I also suggest that you collate the essential articles from S&P, along with converted MRQ1 adventures into a Legend release or it will become more and more difficult for newcomers to the system to find them.
Victor of the "I Bought, We Won"
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Re: Spirit Magic for Legend
I suspect that this is due to the desire to get it out quickly, while the new game has a bit of momentum.
Having a free PDF supplement available on the website a couple of days after the game launches is a big thing in an industry where most sales and interest occur in the first month after launch.
I suppose that we could ask nicely for an update down the track though...
Having a free PDF supplement available on the website a couple of days after the game launches is a big thing in an industry where most sales and interest occur in the first month after launch.
I suppose that we could ask nicely for an update down the track though...

- soltakss
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Re: Spirit Magic for Legend
All you need to do is take the Spirit Magic PDF and add the parts from Signs and Portents using PDFTK, or something similar. You could even drop them into the main Legend PDF and make a new one that contains all the information. I am assuming, of course, that Signs and Portents is OGL. If it isn't then I'm a bad, bad boy.
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Re: Spirit Magic for Legend
I don't recall Mongoose promising a rewrite of the Spirit Magic Rules for the free PDF. There was a lot of speculation about what they should do and what they would do on the forum. What we got was what I expected to see. The S&P articles are still available for anyone to download. The only thing I thought that they might have added was a reference to those articles in the PDF.Harshlax wrote:I admit, scanning it afresh alongside the original chapter, does seem to suggest it's not the rewrite that was promised, but a simple edit of a couple of terms.
That is disappointing as I was hoping a clearer framework, along the lines of the Signs & Portents article, was implied by the seperate release and is necessary to make such a different magic system playable.
May I ask why this wasn't done, given the criticism of the original chapter, and the praise directed at the S&P articles? May I also suggest that you collate the essential articles from S&P, along with converted MRQ1 adventures into a Legend release or it will become more and more difficult for newcomers to the system to find them.
So many games, so little time....sigh!
- soltakss
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Re: Spirit Magic for Legend
It might be that the Signs & Portents articles are not OGL so cannot easily be used in an OGL document.
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Re: Spirit Magic for Legend
Well presumably Mongoose could easily make them OGL if they wished by extracting them as a PDF and adding the OGL on the end. It's probably more likely that at some point there'll be a product which goes into more depth - Spirits of Legend perhaps.soltakss wrote:It might be that the Signs & Portents articles are not OGL so cannot easily be used in an OGL document.
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Re: Spirit Magic for Legend
Titus wrote:I don't recall Mongoose promising a rewrite of the Spirit Magic Rules for the free PDF. There was a lot of speculation about what they should do and what they would do on the forum. What we got was what I expected to see. The S&P articles are still available for anyone to download. The only thing I thought that they might have added was a reference to those articles in the PDF.
Me either. Throughout the process, they have specifically said that they are making Legend RQII-compatible, so they are changing very little.
We need to wait for a Magic of Legend supplement to get integrated Spirit Magic rules.
But if Mongoose is listening, get out Blood Magic before anything!
Steve
- MongooseMatt
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Re: Spirit Magic for Legend
You mean Arcania of Legend: Blood Magic? Why, just happens to be noted here on my release schedulesdavies2720 wrote:
But if Mongoose is listening, get out Blood Magic before anything!
Steve

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