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Ars Magica d20
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<blockquote data-quote="Narfellus" data-source="post: 2132466" data-attributes="member: 11040"><p>Woohoo! Another Midnight fan. I'm stoked about the 2nd edition, my first book practically disinegrated. </p><p></p><p>Anyway, i think Ars and Midnight are a match made in heaven. The item creation rules, Labs, vis, Power nexuses, channeling, druidism, and everything seems like it would mesh well. And Ars has the same grittiness that the Midnight system wanted to have. </p><p></p><p>As for not prohibiting anything, that's perfectly acceptable too. Taking a -5 casting penalty to Rego Animal, Plant and Corpus would be almost as bad as completing negating it. For example, a 3rd level caster with Int +1 could normal cast up to DC 13, but if he's a spiritual wizard, Perdo Animal, Corpus and Plant would be stuck at DC 8, hovering between a cantrip and 1st level spell.</p></blockquote><p></p>
[QUOTE="Narfellus, post: 2132466, member: 11040"] Woohoo! Another Midnight fan. I'm stoked about the 2nd edition, my first book practically disinegrated. Anyway, i think Ars and Midnight are a match made in heaven. The item creation rules, Labs, vis, Power nexuses, channeling, druidism, and everything seems like it would mesh well. And Ars has the same grittiness that the Midnight system wanted to have. As for not prohibiting anything, that's perfectly acceptable too. Taking a -5 casting penalty to Rego Animal, Plant and Corpus would be almost as bad as completing negating it. For example, a 3rd level caster with Int +1 could normal cast up to DC 13, but if he's a spiritual wizard, Perdo Animal, Corpus and Plant would be stuck at DC 8, hovering between a cantrip and 1st level spell. [/QUOTE]
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