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Part VIII

Part VIII: Other Rules

New cave rules: instead of not getting sunlight phases, the caves could work like the mountains but more severe. Moving into a cave clearing takes two actions, and searching takes two actions as well. Resting, hiding, alerting, trading, hiring, and enchanting only take one action.

Controlled monsters can't search (since they can't communicate what they find or carry objects they loot). They can't do trade or hire phases. Obviously, they can't rest, alert, or enchant. So basically they can only move, hide, fly, or follow. They can carry objects, but only like a horse, when they are following. As soon as they stop following the objects are placed back in the character's inventory.

Enchanted Dwellings

One can enchant a dwelling instead of the tile it is on. They have the following new properties

Inn: The wine is flowing. No insults, challenges, or blocking during the turn. Treat these as "no result". Battling can occur as normal as the natives turn into mean drunks in the evening. Chapel: Instead of providing white magic and breaking curses, the chapel breaks spells House: Extra rest phase Guard: Extra move phase S Campfire: Free witch's brew L Campfire

Perhaps different natives are attracted too, and even wanderers or monsters (like ogres or goblins to a campfire, where they act like they are pacified)

(that's all folks!)

(actually, I have a few things written on paper that I may send later, but I'm tired now...)

Hope you enjoy!

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Page last modified on January 27, 2005, at 02:45 AM