Alternate Magic Systems

Joshua Dyal said:
Some others I've read but can't now recall the details of very well are Rokugan and Wheel of Time, both for d20. You could also consider Star Wars force use a "magic" system, if you like.

Unless Magic of Rokugan radicly changes it, the basic casting system in Rokugan is still just DnD's system... spell slots and so forth. There are different core classes, yeah, but at it's heart it's the same system.
 

log in or register to remove this ad

A New Magic

I'm currently developing a new product (which will be my first product, actually!), called "A New Magic," that is a mana-based system that uses slightly modified versions of the current D&D spells.

Spellcasters gain increasing amounts of mana as they go up in level, which allows them to fuel spells that they have "prepared." When they cast a spell, they retain it for future use, and can cast it over and over until they run out of mana.

They regenerate mana on an hourly basis based upon their Concentration score, and can "prepare" new spells at any time. I've also got rules for casting magic on-the-fly and applying metamagic feats.

I figure that this will appeal to people who are tired of the "fire-and-forget" system, but still want to retain the flavor of traditional D&D magic.

I'm just starting the playtesting phase, but if anyone is interested in more info, I'd be happy to let you know.
 

Sean K Reynolds has an alternate system here :

http://www.seankreynolds.com/rpgfiles/misc/magicsys.html

As presented it's very basic and needs fleshing out to add flavor but it provides a nice easy base to work from. It's basically a free-style point base system. If you prefer the idea of it being based of a skill check it shouldn't be hard to convert the point cost to DC values. One bonus, it's free.

The previously mentioned Elements of Magic has a nice system as well. Which looks like it could be adapted quite easily to fit your campaign's power level.
 

Monte Cook is going with a new magic system in his forthcoming Arcana Unearthed book, since he wanted to ditch the Vancian system.

at http://www.montecook.com/diary4.html he talks about a single spell list (no arcane/divine division) , all new list of spells (but usable alongside existing spells), all spells are classified as simple, complex or exotic (for all casters/ only certain casters/ with special feats)

at http://www.montecook.com/diary5.html we read more about casting spells, having "readied" spells each day and spell slots to cast them with, weaving multiple low level slots to cast high level spells (or vice versa) and all spells having specified "diminished" and "heightened" casting modes when using a spell slot one level higher or lower. Plus many more spell descriptors

at http://www.montecook.com/diary6.html there will be new magic item construction rules,


at http://www.montecook.com/diary.html some of the magic using classes - Magisters (main spell wielders, all have staffs, gain mysterious traits at high level) and the Greenbond (animists, healers, tied to environment in some mysterious way.)

In the next article he is going to look at runethane, witch and mageblade.

Dunno if this helps...
 

Everquest rpg ph by SSS. It has spellpoints based on spellcasting stat and level, and spells by level but also with a point cost that is not consistent from spell level to level (there are some powerful but expensive low level spells).

Mystic warriors by MEG. Has a point system for mystical combat techniques that must be activated by a skill roll with consequences for failure.
 

Twin crowns Campaign setting and forthcoming Spellbound sourcebook: presents a ritual system that uses a new skill and requires a Dune spice-like substance to produce big epic effects, and a specific scroll item must be prepared for a character to cast a ritual. Designed to be added on top of core system, not replace it. Has some of the coolest flavor big magic effects I've seen.
 

Dark Legacies will present an all new magic system that is configured especially for low magic gaming.

We've taken the opposite approach to most everyone else in one big respect - that being that we have added distinct differentiation between arcane magic and divine miracles rather than amalgamating them into one big pile.

Using magic also brings with it real consequences.

http://enworld.cyberstreet.com/showthread.php?s=&threadid=42105

Cheers. :)
 

Dang, I gotta write up my homebrew magic system... no specific spells, a very different way of limiting a mage's power than the tired old daily limit, all the functionality and an equal dose of flexibility. Maybe not quite as flexible as the parent system (my homebrew Twilight), but I have to stay within a class/level/race package system for D&D, where elves can't grow horns.

Of course, vapourware aside, Elements Of Magic is something I just purchased, and although I haven't finished it it looks pretty good so far. I may houserule it, though - there's potential there that I could really mine for combo spells. 'Fascinating Death Cloud' sounds great to me, as does 'Armour Piercing Firebolt'.
 

I am running a campaign based on elemental magic drawn from source in the orient. Based on the properties of Wood, Fire, Water, Metal and Air (as used in chinese medicine).
 

Remove ads

Top