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Your favorite alternate D&D magic system?

What alternate D&D spell system is your favorite?

  • True Sorcery (evolved BCC system)

    Votes: 2 4.4%
  • Unearthed Arcana (Spell Points)

    Votes: 8 17.8%
  • Black Company Campaign

    Votes: 4 8.9%
  • Legends of Excalibur

    Votes: 2 4.4%
  • Iron Heroes

    Votes: 2 4.4%
  • Other (please explain)

    Votes: 27 60.0%

  • Poll closed .

Eonthar

Explorer
Arcana Unearthed / Evolved has a much more flexible Vancian system - however it is still easy to learn and players who don't too many changes can still accept it.

Elements of Magic & Elements of Magic:Mythic Earth are my prefered system - but none of my players are willing to make the switch.
 

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I don't have a favorite... I like different alternates for different flavors and different ease of mechanical use.

The one I've probably had the most success running is from d20 Call of Cthulhu. I like the Grim Tales approach too, and I'm currently refitting my old campaign setting around the mechanics of the Shadow Stalkers campaign model from d20 Modern/Past.

I've never played--but always wanted to--the Sovereign Stone and Wheel of Time d20 games, mostly just to try out their magic systems. For both, I'd rather do it in a homebrew setting though.
 

Kae'Yoss

First Post
Another vote for Elements of Magic Revised.

Though I'd like to see something like Tome of Battle for all classes, including for magic (maybe with more flexible spells/manoeuvres)
 



Kae'Yoss

First Post
Plane Sailing said:
What is the difference between EOM and EOM revised? (I've got the original)

The book itself has this to say about the topic:

Differences from the Original Edition
The extensive feedback from players and Game Masters,
as well as the changes brought about in the new edition of
Fantasy d20, have both guided the creation of this new edition
of Elements of Magic. While the rules follow the same
design philosophy as the original edition, every effort has
been made to simplify and streamline them.
The biggest change is that spell levels have been
dropped. In the previous edition, a 1st-level spell cost 1 MP
to cast, a 2nd-level spell cost 3 MP, a 3rd-level spell cost 5
MP, etc. In this edition, a spell is simply described by its MP
cost. A 5 MP spell will still be equivalent to a 3rd level spell
from the core rules. A 6 MP spell is now possible, however,
which will be about halfway in power between 3rd- and
4th-level spells.
A second major change is the addition of signature
spells. While the original edition included this concept
as optional, it is made a central feature of this edition.
Signature spells allow a caster to more easily personalize her
spells, and also allow any spell to be converted from the core
rules.
The original spell lists, numbering over 40, have
been reduced to just eleven, combining similar lists into
one. Some of them apply only to Creature types, other to
Alignment or Element types, and one can handle all three
groups. Combined with the revisions to the magical skills,
these eleven spell lists can cover practically any spell. For
thorough descriptions of spell lists and magical skills, see
Chapter Three.
There are many other small revisions, all detailed
throughout the text.
 


Klaus

First Post
Thanee said:
Yeah, such a system doesn't work well with D&D and hit points. The whole rules system needs to be built in a suitable fashion (like Shadowrun is, for example).

Bye
Thanee
It could work if you incorporate the condition track from the upcoming Star Wars Saga Edition.

In theory, I like the Recharge magic variant (Unearthed Arcana) for that "ambient magic" mana-like feel. Haven't tested it myself.
 

Technik4

First Post
Arcana Unearthed/Arcana Evolved. I love the flexibility it offers, as well as the laden spells, variable spells (most spells have a higher and lower version that you can cast if you've 'readied' the regular version), and the templates.


Can't believe it wasn't an option, tbh.
 

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