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A Few Thoughts on a New Magic System
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<blockquote data-quote="Occhronustinrist" data-source="post: 2217826" data-attributes="member: 22215"><p><strong>Example Systems</strong></p><p></p><p>I run a 3.5 Forgotten Realms Campaign and use a combination of the Elements of Magic Rules and the "Slayers" rules for magic. This is a long post, but adopting and adapting the following two systems should meet your needs.</p><p></p><p>1. For your wizard requirements, I highly recommend the Elements of Magic (EOM) and Lycian Arcana (LA) published by EN Publishing. They are PDF downloads and thus are very inexpensive. I have established that magic system for my game's wizards. The factors of that system that really sold me are the use of magic points, the separation of magic into separate learned fields, the highly flexible counterspelling rules, and the kewl ritual magic rules.</p><p></p><p> a. Magic Points. The magic points rules in EOM work well for me because it allows a progressive recuperation of spell points over a period of hours, not days. I have never been comfortable with the spell preparation rules and the requirement that a spellcaster rest for 8 hours to cast spells...etc., etc. In this system, I simply allow a character to recoup their expended spell points at 10% per hour of not casting spells. Complete rest is not a requirement for me as I believe that it creates an unneccessary time mechanic. There is no requirement to prepare spells ahead of time, but all spells are now a full round action. The exception to this rule is a limited number of "signature spells" that represent a pool of "practiced" spells that can be cast as standard actions. </p><p></p><p> b. Fields of Magic. In EOM, spells are no longer solely one-size-fits-all. Spells are now a combination of "actions" and "effects", for example "Abjure" and "Fire". Spellcasters gain access to increasing numbers of action and effect combinations as they advance in level, which nicely represents their growing understanding of magic. As they develop, casters will be able to combine effects to cast more and more complex spells. One example would be combining Evoke Ice, Evoke Death, Evoke Time, and Dispel Magic (a skill, not a spell!) to encase your opponent in a block of ice that slowly drains them of levels, ages them and is resistant to dispelling by their allies. The visual effects of your spells are extremely flexible, so you could conceiveably cast the spell so the spell seems to contian them in what appears to be a block of frozen carbonite. (Note: this would still require a significantly high level to pull off, but the flexibility is near-perfect.) Traditional spells can still be cast, as conversions are simple as well.</p><p></p><p>c. Counterspelling. As aluded to above, counterspelling is available through the use of the dispel magic skill. Scry and Spellcraft are also key skills to have. The addition of Magic Points applied to these skills is what enables meta effects such as dispel magic, anti magic, scrying, and counterspelling. Again, very flexible. </p><p></p><p>d. Ritual Magic is covered in Lycean Arcana, but it allows any caster to expend MPs over a long period of time to generate effects that they could not normally generate in one round, kind of like a magical capacitor. It even has well-thought out rules for collaborative casting and the like.</p><p></p><p>2. I have included the table of contents below</p><p></p><p>Table of Contents</p><p>Introduction to Elements of Magic..3</p><p>So What’s Changed?............................. 3</p><p>Differences from the Original</p><p>Edition .................................................... 4</p><p>Conversion Issues ................................. 4</p><p>Iconic Mages ........................................... 4</p><p>Layout........................................................ 4</p><p>Chapter 1: Magical Classes..............5</p><p>Mage.......................................................... 5</p><p>Mageknight............................................. 9</p><p>Taskmage...............................................10</p><p>Skill Revisions .......................................12</p><p>Magic Feats............................................12</p><p>Chapter 2: Spell Elements .............17</p><p>Spellcasting Basics..............................17</p><p>Magic Points..........................................17</p><p>Caster Level ..........................................18</p><p>Spell Lists ...............................................19</p><p>Action Types.......................................19</p><p>Effect Categories...............................19</p><p>The Categories of Elements ...........20</p><p>Magical Skills.....................................20</p><p>Spellcasting ...........................................20</p><p>Magical Traditions...............................22</p><p>Learning Spells.....................................23</p><p>Spell Expertise and Mastery ............24</p><p>Magical Elements ................................24</p><p>Elemental Relations .........................24</p><p>Chapter 3: Spells ............................27</p><p>Spell Basics ............................................27</p><p>Spell Enhancements...........................28</p><p>Magical Skills.........................................29</p><p>Abjure [Alignment], [Creature],</p><p>or [Element]........................................30</p><p>Enhancements ..................................30</p><p>Hex............................................................32</p><p>Enhancements ..................................33</p><p>Sample Abjure and Hex Spells.......35</p><p>Charm [Creature].................................36</p><p>Enhancements ..................................39</p><p>Sample Charm Spells.......................39</p><p>Compel [Creature]...............................40</p><p>Enhancements ..................................42</p><p>Sample Compel Spells.....................43</p><p>Create [Element]..................................43</p><p>Enhancements ..................................44</p><p>Sample Create Spells .......................47</p><p>Dispel Magic (Magical Skill, Cha) ...48</p><p>Counterspell.......................................49</p><p>Dispel...................................................50</p><p>Antimagic...........................................50</p><p>Overmaster ........................................51</p><p>Dispel Magic and Non-</p><p>EOM Magic ......................................51</p><p>Sample Dispel Magic Spells ...........52</p><p>Divination (Magical Skill, Wis) .........52</p><p>Translate.............................................53</p><p>Questions ...........................................53</p><p>Evoke [Alignment] or [Element].....54</p><p>Enhancements ..................................54</p><p>Sample Evoke Spells.........................59</p><p>Heal [Alignment] or [Element]........60</p><p>Sample Heal Spells...........................62</p><p>Illusion [Element] ................................63</p><p>Resisting Illusions .............................65</p><p>Enhancements ..................................65</p><p>Sample Illusion Spells......................66</p><p>Infuse [Alignment] or [Element] ....67</p><p>Enhancements ..................................68</p><p>Drain [Element] ....................................69</p><p>Move [Element]....................................70</p><p>Sample Move Spells .........................73</p><p>Scry (Magical Skill, Wis)......................74</p><p>Remote Viewing................................74</p><p>Remote Casting.................................75</p><p>Special Vision.....................................75</p><p>Sample Scry Spells............................75</p><p>Spellcraft (Magical Skill, Int).............76</p><p>Identify Magic ...................................76</p><p>Summon [Creature]............................77</p><p>Enhancements ..................................78</p><p>Transform [Creature] or [Element] 78</p><p>Enhancements ..................................81</p><p>Sample Transform Spells ................83</p><p>Chapter 4: Magic Items..................84</p><p>Magic Item Creation...........................84</p><p>Charged Items...................................85</p><p>Wondrous Items................................87</p><p>Permanent Spells..............................87</p><p>Sample Items.....................................89</p><p></p><p>3. For sorcerors, use a separate magic system. One I highly recommend is the Slayers Role Playing System based off of the Anime of the same name. The rules work beautifully for sorcerors and I have adapted that system for all sorceror-style classes in my game (including Bards and such). The only limit on the number of spells a caster can achieve per day is how much nonlethal damage they can sustain from channeling spells. A good review can be found at the following link: <a href="http://www.rpg.net/reviews/archive/10/10275.phtml" target="_blank">http://www.rpg.net/reviews/archive/10/10275.phtml</a></p><p></p><p>4. Making Divine Magic different from Arcane is covered in Lycean Arcana, but I am still trying to determine a more effective way of doing this. Clerics basically have the same spell system as wizards. For inspiration, I am considering an adaptation of the Faith Points system outlined in Mongoose Publishing's Quinessential Paladin book.</p><p></p><p>Hope This Helps,</p><p>-</p></blockquote><p></p>
[QUOTE="Occhronustinrist, post: 2217826, member: 22215"] [b]Example Systems[/b] I run a 3.5 Forgotten Realms Campaign and use a combination of the Elements of Magic Rules and the "Slayers" rules for magic. This is a long post, but adopting and adapting the following two systems should meet your needs. 1. For your wizard requirements, I highly recommend the Elements of Magic (EOM) and Lycian Arcana (LA) published by EN Publishing. They are PDF downloads and thus are very inexpensive. I have established that magic system for my game's wizards. The factors of that system that really sold me are the use of magic points, the separation of magic into separate learned fields, the highly flexible counterspelling rules, and the kewl ritual magic rules. a. Magic Points. The magic points rules in EOM work well for me because it allows a progressive recuperation of spell points over a period of hours, not days. I have never been comfortable with the spell preparation rules and the requirement that a spellcaster rest for 8 hours to cast spells...etc., etc. In this system, I simply allow a character to recoup their expended spell points at 10% per hour of not casting spells. Complete rest is not a requirement for me as I believe that it creates an unneccessary time mechanic. There is no requirement to prepare spells ahead of time, but all spells are now a full round action. The exception to this rule is a limited number of "signature spells" that represent a pool of "practiced" spells that can be cast as standard actions. b. Fields of Magic. In EOM, spells are no longer solely one-size-fits-all. Spells are now a combination of "actions" and "effects", for example "Abjure" and "Fire". Spellcasters gain access to increasing numbers of action and effect combinations as they advance in level, which nicely represents their growing understanding of magic. As they develop, casters will be able to combine effects to cast more and more complex spells. One example would be combining Evoke Ice, Evoke Death, Evoke Time, and Dispel Magic (a skill, not a spell!) to encase your opponent in a block of ice that slowly drains them of levels, ages them and is resistant to dispelling by their allies. The visual effects of your spells are extremely flexible, so you could conceiveably cast the spell so the spell seems to contian them in what appears to be a block of frozen carbonite. (Note: this would still require a significantly high level to pull off, but the flexibility is near-perfect.) Traditional spells can still be cast, as conversions are simple as well. c. Counterspelling. As aluded to above, counterspelling is available through the use of the dispel magic skill. Scry and Spellcraft are also key skills to have. The addition of Magic Points applied to these skills is what enables meta effects such as dispel magic, anti magic, scrying, and counterspelling. Again, very flexible. d. Ritual Magic is covered in Lycean Arcana, but it allows any caster to expend MPs over a long period of time to generate effects that they could not normally generate in one round, kind of like a magical capacitor. It even has well-thought out rules for collaborative casting and the like. 2. I have included the table of contents below Table of Contents Introduction to Elements of Magic..3 So What’s Changed?............................. 3 Differences from the Original Edition .................................................... 4 Conversion Issues ................................. 4 Iconic Mages ........................................... 4 Layout........................................................ 4 Chapter 1: Magical Classes..............5 Mage.......................................................... 5 Mageknight............................................. 9 Taskmage...............................................10 Skill Revisions .......................................12 Magic Feats............................................12 Chapter 2: Spell Elements .............17 Spellcasting Basics..............................17 Magic Points..........................................17 Caster Level ..........................................18 Spell Lists ...............................................19 Action Types.......................................19 Effect Categories...............................19 The Categories of Elements ...........20 Magical Skills.....................................20 Spellcasting ...........................................20 Magical Traditions...............................22 Learning Spells.....................................23 Spell Expertise and Mastery ............24 Magical Elements ................................24 Elemental Relations .........................24 Chapter 3: Spells ............................27 Spell Basics ............................................27 Spell Enhancements...........................28 Magical Skills.........................................29 Abjure [Alignment], [Creature], or [Element]........................................30 Enhancements ..................................30 Hex............................................................32 Enhancements ..................................33 Sample Abjure and Hex Spells.......35 Charm [Creature].................................36 Enhancements ..................................39 Sample Charm Spells.......................39 Compel [Creature]...............................40 Enhancements ..................................42 Sample Compel Spells.....................43 Create [Element]..................................43 Enhancements ..................................44 Sample Create Spells .......................47 Dispel Magic (Magical Skill, Cha) ...48 Counterspell.......................................49 Dispel...................................................50 Antimagic...........................................50 Overmaster ........................................51 Dispel Magic and Non- EOM Magic ......................................51 Sample Dispel Magic Spells ...........52 Divination (Magical Skill, Wis) .........52 Translate.............................................53 Questions ...........................................53 Evoke [Alignment] or [Element].....54 Enhancements ..................................54 Sample Evoke Spells.........................59 Heal [Alignment] or [Element]........60 Sample Heal Spells...........................62 Illusion [Element] ................................63 Resisting Illusions .............................65 Enhancements ..................................65 Sample Illusion Spells......................66 Infuse [Alignment] or [Element] ....67 Enhancements ..................................68 Drain [Element] ....................................69 Move [Element]....................................70 Sample Move Spells .........................73 Scry (Magical Skill, Wis)......................74 Remote Viewing................................74 Remote Casting.................................75 Special Vision.....................................75 Sample Scry Spells............................75 Spellcraft (Magical Skill, Int).............76 Identify Magic ...................................76 Summon [Creature]............................77 Enhancements ..................................78 Transform [Creature] or [Element] 78 Enhancements ..................................81 Sample Transform Spells ................83 Chapter 4: Magic Items..................84 Magic Item Creation...........................84 Charged Items...................................85 Wondrous Items................................87 Permanent Spells..............................87 Sample Items.....................................89 3. For sorcerors, use a separate magic system. One I highly recommend is the Slayers Role Playing System based off of the Anime of the same name. The rules work beautifully for sorcerors and I have adapted that system for all sorceror-style classes in my game (including Bards and such). The only limit on the number of spells a caster can achieve per day is how much nonlethal damage they can sustain from channeling spells. A good review can be found at the following link: [url]http://www.rpg.net/reviews/archive/10/10275.phtml[/url] 4. Making Divine Magic different from Arcane is covered in Lycean Arcana, but I am still trying to determine a more effective way of doing this. Clerics basically have the same spell system as wizards. For inspiration, I am considering an adaptation of the Faith Points system outlined in Mongoose Publishing's Quinessential Paladin book. Hope This Helps, - [/QUOTE]
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