Within the Genesys rules, how would you sensibly capture the Flavour of Warhammer Magic?
While "Play it by RAW and don’t worry about it" is a fine and logical approach, Flavour is what makes a setting, and the Colleges of Magic are a huge piece of flavour for Warhammer.
I know Genesys' three 'Types' or Magic (Arcane, Divine and Primal) have some limitations (Such as Arcane not having access to Augment spell), however, this doesn’t quite work with Warhammer, as each College has a range of spells that cover all the Genesys types. While some Collages do not have a 'Direct Damage' spell, all Wizards get a Magic Missile from Lesser and Petty Magic… so all Colleges would likely need access to all spell types. Even if its just the most basic effect.
Realms of Terrinoth add two talents (Flames of Kellos and Winds of Nordros), which provide a good starting point, but this doesn’t prevent, say, a Beast Wizard adding the Burn effect.
I don't know if creating more Talents (Like the above), for the other Colleges is the way to go.. In which case, what effects would those Talents add for each Collage (Death for example?) Would that also require the creation of more 'Flavour Specific' Additional Effects to go with those Talents. (Lore of Heavens is covered with Lightning, Lore of Fire and Lore of Ice is covered with the above Terrinoth talents). But what would they be?
I want to avoid creating new 'rules' as such, in that I want to keep the core Genesys Mechanic, but I feel I do need to create new options WITHIN the Genesys system to capture that flavour.
As an aside, triggering Tzeentch Curse… I am considering 4 Threat or a Despair on casting… does that feel right?
Any advice or ideas would be hugely appreciated
EDIT! Please note, I am basing all this on Warhammer SECOND Edition. I have NONE of hte 3rd Ed, and am not familiar with it beyond it being 'similar' in principle to Genesys
RD
Edited by RebelDave