A Whole New Magic System?


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Aeric said:
My friend and I once tried coming up with a system like this, based on the idea of Spheres from White Wolf's Mage: the Ascension. In the end, we scrapped it, feeling that it was too versatile, it gave wizards too much power.

That was the feeling I had. Mage is a really great game, but, it's kinda about mages.

I really, really like the pre-built nature of D&D for a fantasy game. The idea that there are formulaic, well known, and defined spells is great. I absolutely hate the casting/preparation framework, though. Interestingly enough, I find fireball, magic missle, power word kill, and the like to be sacred cows, while the Vancian system of memorization/preparation is completely disposable.

I'm open (eager, actually) to any alternative magic system. The caveat, though, is that it has to function with most of the current spells, or something passingly close to them.
 

Book Title

RangerWickett said:
I am totally stealing that idea. Magic elephants will be all the rage in the next book I write.

I understand that the title came from the fact that books about Magic sold well and books about Elephants sold well so the marketing department decide to write a book with both words in the title.

No, really.

wolfram
 

Ogrork the Mighty said:
What if, instead of specific spells, the magic system created a framework that determined all the basics (i.e., damage, range, area of effect, types of saves, etc.) and then left it up to the individual players to create the actual magical effects? Talk about creativity!
I think Talislanta had something like that, didn't it? And there's a d20 adaptation of Talislanta, but I have no idea what that book did with the magic system.

Sir Brennen said:
The Black Company campaign setting also has something along these lines, which was carried over into True20, I believe.
The Black Company magic system is extremely cool.

MoogleEmpMog said:
I personally would like to see premade spells in the PHB - but spells made with a spell construction system, which is included in the DMG. You get your premade pick-and-play spells, I get my ability to make my own with an effects-based system.
That's a seriously great idea. Somebody toss that into the 4E wishlist thread.

Aeric said:
My friend and I once tried coming up with a system like this, based on the idea of Spheres from White Wolf's Mage: the Ascension. In the end, we scrapped it, feeling that it was too versatile, it gave wizards too much power.
I was actually just about to ask if anyone ever tried that.

I still think it's gotta be possible, if it's made expensive/unreliable enough to counterbalance the versatility. Maybe it could encourage reliance on less flexible rotes/spells/whatever by making a given set of effects easier each time you succeed at it? That way, each caster could develop an array of signature spells that they use a lot, but still have a chance to do stuff outside their repetoir (as long as they're willing to risk failure / take nonlethal damage / spend experience points / become exhausted / sacrifice chickens / incur paradox / etc.)

Man, I really have to get around to checking out Elements of Magic. I love alternate magic systems.
 



As others have said, as a base system for D&D, I wouldn't be on board; but as an option, I'd be cool with it.

My pick of poison has been the True Sorcery/Black Company version, but Elements of Magic is also a good offering.
 

Bavix said:
ANYTHING would be better than the current D&D magic system. It's disappointing that the "flagship" RPG system has the worst magic system in the industry.
I happen to like the magic system in D&D, so I am not disappointed in the least! :D


glass.
 

I would also echo the suggestion of Elements of Magic...and today who can argue with the price?

One of the selling points for me is that you can mix and match with Core spell casters {and spells} or let the creative players run with the 'effect purchase' system to customize thier own. If you check out the EN Publishing forum you will see a number of threads on how to recreate spell effects, occasionally with three or four variations on how to end up with the same spell :)
 

I LOVE HERO, and I was experimenting with something flexible like that myself...and one thing HERO has done is publish spells made in their system in books like the Ultimate Mystic and in the Fantasy Hero sourcebooks. (And yes- I rock the EC, Multipower and VPP spellcasters!)

I picked up True Sorcery...it was OK, but it modified the D20 system in ways I didn't like enough to foist on my players (more on them below).

I have tried neither Elements nor Elephants of Magic...I'm not into pdfs, and I'm only marginally more fond of things I can only get online- I prefer to look before I buy. Don't get me wrong- I've heard good things about it, but unless I can find a physical copy to peruse somewhere in the D/FW Metroplex, I won't be buying it.

That said, I like the Mutants & Masterminds version of the D20 system, and I know many people on these boards have claimed to have used it for running fantasy campaigns with no problems...and it has a HERO-esque power creation system. VERY flexible. I'd try that myself, but I don't have that option- my gaming group includes some serious stick-in-the-mud players who play nothing but D&D. Won't even bother to pick anything else up. I don't think I could convince them to build their own spells using the M&M system.

But you might be able to.
 
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