Arcana Evolved + Elements of Magic: Can/Should It Be Done?

genshou

First Post
Ok, so I'm totally sold on Arcana Evolved, and that's only after cracking the cover and flipping randomly through the pages to get the slightest glimpse. An IRC game I want to run is very high-magic, and I think the AE rules provide a nice change in mechanics that would really make the game enjoyable. However, this setting is very rooted in the four classic elements. Given that, I'm considering using Elements of Magic (sans classes) instead of AE's magic system. Good idea, or bad idea? Is there a way to use AE's magic system in a setting very heavily dependent on every spell being attributed to an element (not necessarily one of the classic elements, but an element nonetheless)?
 

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Not sure if it helps (or if you already knew this), but AE's magic system has special Element and Energy templates that can be applied to all spells if you take a feat for it (Elemental Mage and Energy Mage).
 

Rystil Arden said:
Not sure if it helps (or if you already knew this), but AE's magic system has special Element and Energy templates that can be applied to all spells if you take a feat for it (Elemental Mage and Energy Mage).
Hmm, I'm still new to Arcana Evolved. Doing a cover-to-cover read and just finished the Races chapter. I'll see what I think of the Element and Energy templates when I get there.
 

Then my suggestion would be to finish to read Arcana Evolved, and particularly its Magic chapter, before going any further in rules tinkering. Many people love AE's magic system, and like one could say if it ain't broken don't fix it. ;)
 

Odhanan said:
Then my suggestion would be to finish to read Arcana Evolved, and particularly its Magic chapter, before going any further in rules tinkering. Many people love AE's magic system, and like one could say if it ain't broken don't fix it. ;)
I'm not saying AE's magic is "broken," nor am I even saying that D&D's magic is broken (I'm just jaded by magic missile etc.). My only question is how appropriate Arcana Evolved is for a setting that VERY heavily focuses on the four elements and their relationship with magic. Hence why I am considering using Elements of Magic instead.
 

Eom + Au

I've been working on a variant combining these two concepts, mostly because I prefer the ability to construct effects in EOM to the standard spell lists elsewhere.

Here is a basic breakdown of what I've done so far:
  • Spell point mechanic removed in favor of a power check
  • Spell lists per level equals caster level x3, rounded down (1/2 caster level = 1 spell list)
  • Simple magic is that using one spell list and general enhancements
  • Complex magic is that using more than one spell list
  • Exotic magic is that using any of the following lists: Force, Nature, Space, Time, Dragon, Outsider. (For my campaign, Fey will also be on this list)
  • (Optional) Para-elemental, Positive, and Negative effects have a prerequisite based on what elements they are composed of. (Air+Water=Mist, Life+Earth=Crystal). Creature effects will have the same structure of dependencies (Monstrous Humanoid requires Humanoid, etc.)
  • Alignment effects are removed
  • Any cantrip effect can be used without the need of a signature spell (this is the "spontaneous casting" variant. Treat the MP as 0, so the caster simply rolls against the local magic rating.
  • (Optional) I'm working on a way for a lower level signature spell to be prepared with the ability to add in magic as needed. This will mostly affect spells that have a directly larger effect with more magic pumped into them, like evocations. The caster can have a simple evoke 1, range x spell and decide to make it an evoke 5 if needed. This allows some variance in the spell without having to prepare 10 different versions of the same spell.

Power Check and Magic Rating
A caster's power is equal to his caster level. (I have toyed with it adding the wisdom modifier here)
Magic Rating for an area is between 5 (very high magic, like a ley line nexus) to 20 (dead zone)

Casting a spell is a power check roll, DC = the magic rating + the MP of the spell
Failing the roll will drain your power level on a 1:1 basis, until the spell has enough power to work. If you run out of power, the spell fails. If a spell has a higher MP rating than the local magic rating, it increases by 1. If it is double the local magic rating, it increases by 2. A local magic rating recovers over time unless there is a sustained effect preventing this.

Power is regained through rest or certain abilities (draining power from other beings). Some magical foci/items can take the power drain for you, artificially raise your power check, or accomplish other things to modify your spellcasting.
 
Last edited:

Bayonet_Chris said:
I've been working on a variant combining these two concepts, mostly because I prefer the ability to construct effects in EOM to the standard spell lists elsewhere.

Here is a basic breakdown of what I've done so far:
  • Spell point mechanic removed in favor of a power check
  • Spell lists per level equals caster level x3, rounded down (1/2 caster level = 1 spell list)
  • Simple magic is that using one spell list and general enhancements
  • Complex magic is that using more than one spell list
  • Exotic magic is that using any of the following lists: Force, Nature, Space, Time, Dragon, Outsider. (For my campaign, Fey will also be on this list)
  • (Optional) Para-elemental, Positive, and Negative effects have a prerequisite based on what elements they are composed of. (Air+Water=Mist, Life+Earth=Crystal). Creature effects will have the same structure of dependencies (Monstrous Humanoid requires Humanoid, etc.)
  • Alignment effects are removed
  • Any cantrip effect can be used without the need of a signature spell (this is the "spontaneous casting" variant. Treat the MP as 0, so the caster simply rolls against the local magic rating.
  • (Optional) I'm working on a way for a lower level signature spell to be prepared with the ability to add in magic as needed. This will mostly affect spells that have a directly larger effect with more magic pumped into them, like evocations. The caster can have a simple evoke 1, range x spell and decide to make it an evoke 5 if needed. This allows some variance in the spell without having to prepare 10 different versions of the same spell.

Power Check and Magic Rating
A caster's power is equal to his caster level. (I have toyed with it adding the wisdom modifier here)
Magic Rating for an area is between 5 (very high magic, like a ley line nexus) to 20 (dead zone)

Casting a spell is a power check roll, DC = the magic rating + the MP of the spell
Failing the roll will drain your power level on a 1:1 basis, until the spell has enough power to work. If you run out of power, the spell fails. If a spell has a higher MP rating than the local magic rating, it increases by 1. If it is double the local magic rating, it increases by 2. A local magic rating recovers over time unless there is a sustained effect preventing this.

Power is regained through rest or certain abilities (draining power from other beings). Some magical foci/items can take the power drain for you, artificially raise your power check, or accomplish other things to modify your spellcasting.
Very interesting. I had a feeling I wasn't the only one to have thought up the idea of combining the two concepts. Mind if I use your system for simple, complex, and exotic EOM spells?
 


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