Wherein I continue exploring the concept of time magic in AGE...
My campaign setting has a god of time. The AGE system does not have time magic. This is a problem that can be fixed...
One of the advantages of forcing myself to create portions of my campaign setting in public is that interactivity fuels creativity.
Borrowing from the Modern AGE Companion, talents in Fantasy AGE can be extended to new heights that represent the groundbreakers, the singularly skilled, and greatly sought-after masters of a craft.
Before I started blogging again, I took a lot of time to figure out how I wanted to do it.
In answer to a thread on the Fantasy AGE subreddit, I detail the process I've reverse engineered from the Basic Rulebook to create my homebrew fantasy kith.
While stunts can make magic items exciting and proactive, it takes a different kind of design to make an item reactive while not being overpowered.
In order to make magic items in Fantasy AGE better, I borrow a pervasive and dynamic mechanic from elsewhere in the game: stunts.