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.
 

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SpuneDagr

Explorer
I LOVE IT!!!

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.
 


donm61873

First Post
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.


DonM.
 

Haganegiri

First Post
donm61873 said:
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).
 

Verequus

First Post
Haganegiri said:
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.
 

Haganegiri

First Post
RuleMaster said:
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.
 

donm61873

First Post
The sad thing is, I really wanted to get across the other part of my posting:

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.

Sigh...
 

donm61873 said:
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?
 

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