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The Elements of Magic - Teaser and Sampler (now with Illusion and Transform)
The attached file is a small sampler of the new material in the upcoming release of The Elements of Magic: Revised Knowledge. The file is in .doc format, because the boards won't accept rtfs, but most people should be able to read it. Please, if you have an comments, questions, or complaints, don't hesitate to post them.
__________________ Ryan "RangerWickett" Nock Author of the War of the Burning Sky serialized novel. Updated March 10, 2010.
Creator of the War of the Burning Sky campaign saga, by E.N. Publishing. Available now to EN World community supporters.
Last edited by RangerWickett; 12th December 2003 at 12:38 AM..
This looks like it's even more inovative and flexible than the original! I love how all the different elements affect the illusion! I love it. I love it. I love it!
Thanks. Please remain enthusiastic, and avoid the other thread on this forum, where people are desperately trying to make me snap by coming up with crazy ways to break the system.
__________________ Ryan "RangerWickett" Nock Author of the War of the Burning Sky serialized novel. Updated March 10, 2010.
Creator of the War of the Burning Sky campaign saga, by E.N. Publishing. Available now to EN World community supporters.
I'm not sure about the revision; seems like fewer spell lists actually means LESS able to duplicate existing PHB effects. Please tell me I'm wrong?
May I recommend that rather than (as the original edition did) rely on the DM for MUCHO work integrating this into the campaign, that an additional chapter (or web enhancement) contain all needed material to drop this into a "core rules" campaign, say a campaign that is identical in every way to a by the books living greyhawk campaign?
Not only does this serve to answer questions about campaign building, but the book is IMMEDIATELY useable in play.
I'm not sure about the revision; seems like fewer spell lists actually means LESS able to duplicate existing PHB effects. Please tell me I'm wrong?
altough was a little worried that the fewer spell list means overly focuses Mages, take the sampler Illusion text. Now take Illusion Fire, Illusion Air, Illusion Earth, and Illusion Water. thats 4 of your 25 total spell list, and you can pretty much do 200% better at any level than a Wizard/Sorceror illusion school specialist. granted not the most cost efficient, but you can alter all five senses of any Illusion you desire, and just spending 1 MP on Air for a +5 to Hide is way better than any 0 or 1st level spell, and at higher levels it can last all day for like what 3-4 MP at most! spend a little more. on top of that, with just one Evoke [Element] list you can still dish damage out without worry, trust me, a mage under revised EoM has more flexibility than a wizard at any level, without being uberpowerful, though they do seem a bit uberpotent now, because all a mage needs is one Evoke [element] list to cover damage dealing, then he can focus on anything else he wants (charming/creating stuff/illusions/buffing).
trust me, a mage under revised EoM has more flexibility than a wizard at any level, without being uberpowerful, though they do seem a bit uberpotent now, because all a mage needs is one Evoke [element] list to cover damage dealing, then he can focus on anything else he wants (charming/creating stuff/illusions/buffing).
Overpowerful with one Evoke Element list? Because I got the working script (but I'm still reading it), I can say that is so much true like you can say that one needs only the fireball spell for damaging. Unless you meet someone with fire resistance or immunity, you can kill everyone - this is all true for every element.
Overpowerful with one Evoke Element list? Because I got the working script (but I'm still reading it), I can say that is so much true like you can say that one needs only the fireball spell for damaging. Unless you meet someone with fire resistance or immunity, you can kill everyone - this is all true for every element.
No i said a bit uberpotent, I stated that i think they are perfectly fine and not overpowered. Potent meaning that with one or two Evoke list it covers being able to give battle support and not suck and be very useful with much flexibility (you can make cones, lines, fans, etc. too), and all other list can be other non combat stuff.
The sad thing is, I really wanted to get across the other part of my posting:
Quote:
May I recommend that rather than (as the original edition did) rely on the DM for MUCHO work integrating this into the campaign, that an additional chapter (or web enhancement) contain all needed material to drop this into a "core rules" campaign, say a campaign that is identical in every way to a by the books living greyhawk campaign?
Not only does this serve to answer questions about campaign building, but the book is IMMEDIATELY useable in play.
The sad thing is, I really wanted to get across the other part of my posting:
Sigh...
One thing we do plan is to include about 10 sample spells for each spell list, as a rough starting point. Some lists that are pretty straightforward, like compel and charm, will get fewer, while those with lots of options, like Transform and Evoke, will get a little more.
Also, one thing I'd love to do is have fan involvement to create sample spells and post them in a new forum on these boards. We could sort the spells by type and MP cost, and eventually release a document with all the spells, so GM's wouldn't have to make up every bad guy spell on the fly.
Aside from that, I don't quite know what you mean by advice for running EOM in a standard D&D game. If you plan to use both clerics and wizards and such, along with the EOM mage, then there really shouldn't be any problem. What specific issue do you want addressed?
__________________ Ryan "RangerWickett" Nock Author of the War of the Burning Sky serialized novel. Updated March 10, 2010.
Creator of the War of the Burning Sky campaign saga, by E.N. Publishing. Available now to EN World community supporters.
Also, one thing I'd love to do is have fan involvement to create sample spells and post them in a new forum on these boards. We could sort the spells by type and MP cost, and eventually release a document with all the spells, so GM's wouldn't have to make up every bad guy spell on the fly.
well Im an insomniac with far too much time on my hands, I would be glad to help create sample rotes (i like the term Rote over spell, too much Mage the Acension for me implies more of a practiced and accomplished feeling to me, but this is a personaly opionion, not an open oil can for a flame war). all i have is the Illusion sampler but I will gladly come up with as many spells/rotes as I can and i'll have them posted by tommorow tonight.
oh yea, i have all the 4 Wizard Compendium books, I'll convert stuff from those while im at it just so i wont feel like i wasted all that money (bought all 4 like a week before 3rd was announced).
Any way i can get my hands on more of the real stuff?
Last edited by Haganegiri; 22nd September 2003 at 10:22 PM..
One thing we do plan is to include about 10 sample spells for each spell list, as a rough starting point. Some lists that are pretty straightforward, like compel and charm, will get fewer, while those with lots of options, like Transform and Evoke, will get a little more.
Aside from that, I don't quite know what you mean by advice for running EOM in a standard D&D game. If you plan to use both clerics and wizards and such, along with the EOM mage, then there really shouldn't be any problem. What specific issue do you want addressed?
I don't believe that EoM (at least in its current form) is very easy for a group to just "drop in", all other campaign elements remaining *by the book*.
I'm proposing such an appendix/web enhancement: something that does all the work for the PHB classes and spells (a lot of which is there). All too often, a cursory look at the EOM says: "where's mage armor? where's fire shield?" and this would basically say: here's the dropins for the SRD spells, quick subs for stuff like Rings of Wizardry, etc...
We'll already be doing that to a small degree. A lot of the sample spells in the revised version are recreations of D&D classics, but we realize that some things don't convert well, and after a certain point players shouldn't have a hard time making new spells of their own without relying on things they've done before.
The system should be different with EOM, but don't worry, we'll explain how to do some standard things you'd want in any system.
__________________ Ryan "RangerWickett" Nock Author of the War of the Burning Sky serialized novel. Updated March 10, 2010.
Creator of the War of the Burning Sky campaign saga, by E.N. Publishing. Available now to EN World community supporters.
No i said a bit uberpotent, I stated that i think they are perfectly fine and not overpowered. Potent meaning that with one or two Evoke list it covers being able to give battle support and not suck and be very useful with much flexibility (you can make cones, lines, fans, etc. too), and all other list can be other non combat stuff.
Firstly, the flexibility is included for every spell list, so EoM is potent in every spell list. Secondly, you could use some core spells which allow enough flexibility: Burning Hands, Fireball, Delayed Blast Fireball (for the 3-level gap I recommend an empowered and/or maximized Fireball) and a Wall of Fire for some other situations. I'd like to see a situation which can only overcome by Evoke Fire and not through a core fire spell. Thirdly, I don't believe that there is a difference between a "sorcercer" with some spell lists and a wizard with the matching selection of spells - the flexibility allows just to fill the gaps of the normal gaps. This potency is the same I envision wizards - not that they need to learn "exceptions from rules".
After some experimenting with some spells I discovered, that it is laboriuos to develop spells, because one needs to look at least at two spell lists: the effect spell list and the general list. Switching between the required lists is time-consuming. I think that EoM is the first magic system which needs computer power for easy developing, too - a nice computer program comes into my mind...
Firstly, the flexibility is included for every spell list, so EoM is potent in every spell list. Secondly, you could use some core spells which allow enough flexibility: Burning Hands, Fireball, Delayed Blast Fireball (for the 3-level gap I recommend an empowered and/or maximized Fireball) and a Wall of Fire for some other situations. I'd like to see a situation which can only overcome by Evoke Fire and not through a core fire spell. Thirdly, I don't believe that there is a difference between a "sorcercer" with some spell lists and a wizard with the matching selection of spells - the flexibility allows just to fill the gaps of the normal gaps. This potency is the same I envision wizards - not that they need to learn "exceptions from rules".
Yes but as a sorceror those waste VERY precious spells known and you must do it for every spell level to stay up with damage output, whereas one evoke spell list is but a minor fraction and always scales with level. Wizards can learn infinite spells, but with the "fire and forget" system, your forced to waste precious spells per day on attack spells to make yourself useful in a combat, which means less use when you have that cool illusion spell that would of avoided the combat or a charm spell that would of helped dealing witht the haughty noble, but you only learned the combat spell this morning becasue you didnt know about the noble being held by the orcs, so oh well all those spells known wasted.
Quote:
After some experimenting with some spells I discovered, that it is laboriuos to develop spells, because one needs to look at least at two spell lists: the effect spell list and the general list. Switching between the required lists is time-consuming. I think that EoM is the first magic system which needs computer power for easy developing, too - a nice computer program comes into my mind...
this just seems like your dead-set against the system and no real amount of discussion is going to change your mind regardless. I made about 8 sample illusions last night that was not difficult at all, and in fact it gave me a thrill finally being able to craft magic to my vision and do effects and rotes/spells >I< want to do, not being railroaded into them.
Last edited by Haganegiri; 23rd September 2003 at 05:13 PM..