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<blockquote data-quote="RangerWickett" data-source="post: 581927" data-attributes="member: 63"><p>Elements of Magic starts by chucking out the divine/arcane division. There is one set of rules for all different magic. If you want there to be some magic that only works for worshippers of gods, and other magic that only works for people with the blood of dragons, you can choose to do that, but the rules default to be completely setting neutral. A large portion of the book is devoted to encouraging players and game masters to take the skeleton of the rules, and add flesh of their own to give the rules setting-specific flavor.</p><p></p><p>There is one spellcasting class, the Mage (though there are several variations on this class--the White Mage, Black Mage, etc.). Mages get magic points (mp) that they use to cast spells. The more powerful a spell is, the more mp it uses. Functionally it's very similar to power points for Psions, using a point pool instead of the spell slots of core-rule casters.</p><p></p><p>Most divination spells have been turned into skills, so instead of casting Scry, you spend a few MP and make a Scry check. Or if you want to find the nearest source of fresh water, you spend some MP and make an Intuit Direction check.</p><p></p><p>Spells are still divided into 10 power levels, from 0 to 9, which makes it fairly easy to gauge how powerful a spell is.</p><p></p><p>Each level, a mage learns 4 'spell lists.' A spell list is basically a set of spells from level 0 to level 9. You choose spell lists by combining a type of action, like Summon, with a type of subject, like Undead. Thus, the Summon Undead spell list lets you summon undead creatures. If you know the Summon Undead spell list, you can cast Summon Undead 0, Summon Undead 1, Summon Undead 2, and so on. </p><p></p><p>Other sample spell lists include Evoke Lightning, Abjure Fire, Banish Chaotic Evil Outsider, Infuse Creature with Shadow, and Bind Metal Elemental.</p><p></p><p>All the spell lists are very flexible and generic, so you're encouraged to add your own flavor. All in all, the book is basically a magical toolkit, giving you the building blocks of a flexible magic system and letting you put it together in the way you see fit. When we do an expansion book, we intend to provide rules to make the system handle really exotic types of magic.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 581927, member: 63"] Elements of Magic starts by chucking out the divine/arcane division. There is one set of rules for all different magic. If you want there to be some magic that only works for worshippers of gods, and other magic that only works for people with the blood of dragons, you can choose to do that, but the rules default to be completely setting neutral. A large portion of the book is devoted to encouraging players and game masters to take the skeleton of the rules, and add flesh of their own to give the rules setting-specific flavor. There is one spellcasting class, the Mage (though there are several variations on this class--the White Mage, Black Mage, etc.). Mages get magic points (mp) that they use to cast spells. The more powerful a spell is, the more mp it uses. Functionally it's very similar to power points for Psions, using a point pool instead of the spell slots of core-rule casters. Most divination spells have been turned into skills, so instead of casting Scry, you spend a few MP and make a Scry check. Or if you want to find the nearest source of fresh water, you spend some MP and make an Intuit Direction check. Spells are still divided into 10 power levels, from 0 to 9, which makes it fairly easy to gauge how powerful a spell is. Each level, a mage learns 4 'spell lists.' A spell list is basically a set of spells from level 0 to level 9. You choose spell lists by combining a type of action, like Summon, with a type of subject, like Undead. Thus, the Summon Undead spell list lets you summon undead creatures. If you know the Summon Undead spell list, you can cast Summon Undead 0, Summon Undead 1, Summon Undead 2, and so on. Other sample spell lists include Evoke Lightning, Abjure Fire, Banish Chaotic Evil Outsider, Infuse Creature with Shadow, and Bind Metal Elemental. All the spell lists are very flexible and generic, so you're encouraged to add your own flavor. All in all, the book is basically a magical toolkit, giving you the building blocks of a flexible magic system and letting you put it together in the way you see fit. When we do an expansion book, we intend to provide rules to make the system handle really exotic types of magic. [/QUOTE]
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