Best Alternative Magic System for d20

I'm partial to the Recharge variant in UA. Spellcasters wield POWER; no Vancian "fire and forget" for me. Of course, YMMV.

-B-
 

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The alt ones that I have and really like…

Sovereign Stone – very interesting system, where you can cast spells all day long, but each spell requires a DC Fortitude check or you take Subdual damage (and NO spell in the game can heal this kind of damage). Also the way you cast a spell is by making a DC check to cast it, but so long as you don’t roll a natural 1, you can try again the next round, adding the result that you had previously to your roll (so if you require a 25 DC and rolled a total of a 16 the first round, the next round you could add to your total and keep casting). So spell casting can take a few rounds, especially for more powerful spells.

Midnight is a great one that I really like with Spell Points and Talisman, etc

Spellslinger is a Feat based spell casting system. I just started a game this last weekend and it was GREAT. You get the 1st feat for free at first level but you have to take other feats at different levels if you want more 1st level spells, and you can only take the higher level spells after you take the feat at certain levels.

I really like the Wheel of Times system also (although that spellcasters are really powerful), where most spells can be cast at different levels (so if you know “Fire Bolt” you can cast it as a 1st though 6th level spell I think; doing different base damage).
 

I really like he magic system detailed in the Wheel of Time - in spite of the fact that I like nothing else about the setting or the novels.

It's based on being able to weave elemental threads together, and different 'weaves' can have different levels of power, depending on what level spell slot you choose to use. You learn to harnass the power of the threads by taking feats, and learn different "talents", or types of related spells, also by taking feats (channelers get a lot of feats).

The best part is that you can overchannel, by casting a spell of higher level than you can usually use, or when you are out of spellslots. And it has risks, and the possible penalties range from a little subdual damage to being completely cut off from the source.

Pretty cool, overall. Unfortunately, it still isn't worth $39.95 for a book detailing a setting I despise.


jtb
 

Karl Green said:
Spellslinger is a Feat based spell casting system. I just started a game this last weekend and it was GREAT. You get the 1st feat for free at first level but you have to take other feats at different levels if you want more 1st level spells, and you can only take the higher level spells after you take the feat at certain levels.

Where do you find this one?
 


Star Wars d20 (while not really useful for D&D) has a nice approach, where you need to learn skills to use your individual powers.

Bye
Thanee
 

Psionics - point based side by side alternative supernatural powers
Wheel of Time - slots and weaves flexible independant magic system
Everquest - independant magic system with each class different list point based with eight prepared at time.
Arcana Unearthed - independant system flexible slots and prepared spells, multiclassing magic classes all stack for levels and total slots from each class.
Oathbound plains of penance, prestige classes with point based magic
Mystic warriors - independant magic skill based point magic for warriors
Unearthed Arcana - various including point based standard magic
Relics and Rituals - Multiple caster rituals with skill
Spellbound/Twin Crowns campaign setting - Skill and material based epic feel rituals
Heroes of High Favor Elves - Ley line use through feat and skills
Occult lore has a bunch of alternative caster classes.
Elements of Magic alternative caster system with themed spell lists.

Ones I don't have
Psychic's Handbook
Expanded Psionics
d20 Cthulhu (horror sanity loss magic)
Quintessential chaos mage
Sovereign stone independant magic system
Elements of magic revised
d20 modern has its own magic and psionics, I believe prc only.
Star wars jedi powers
others
 
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What's "best" depends on what you are looking for in a magic system and how you intend to use it.

Monte Cook's Arcana Unearthed is probably the best to use alongside standard D&D magic.

Incantations from Unearthed Arcana are also good both in conjunction with regular D&D magic or as a low-magic substitute for it.

Sovereign Stone, Elements of Magic and Wheel of Time are fairly high magic alternatives that are best used in lieu of D&D magic, IMO.

Midnight and Call of Cthulhu have great low magic alternatives if you want a different level of magic than standard D&D.

And for something in between, Green Ronin's Psychic Handbook is a great alternative to magic as well.
 

My goal with EOM's revision was to make it so that it's not too hard to slide a few numbers around and change the flavor of the magic. Sure, using EOM or any other new magic system will take a bit of time to get used to, but it's not much worse than learning how to run a D&D combat or a Spycraft car chase for the first time.

With EOM, though, if you want a Cthulhu-esque magic system, we have rules included in the core system that says how you go about casting a spell if it's too high-level for you. (And we're going to include more detailed rules to emulate the sanity stuff in the expansion, Lyceian Arcana.) If you want a psionics-esque system, you can say, "Okay, these elements aren't available, and you can't use the Summon spells," or something like that. The main EOM book is intended to be very broad, and we're going to give advice on how to twist it to your particular setting in Lyceian Arcana. That's what I think our best selling point is; you can easily use Elements of Magic for whatever type of game you want, while most other systems are designed specifically for pre-made setting.

If you're going to mess around with alternate magic systems, I suggest you settle on one or two systems before you get into a long-term campaign. I got very used to using the old PsiHB and Mindscapes together, and I made a lot of changes to my setting so that its feel made sense with those two together. I probably wouldn't use Green Ronin's rules if I got them right now, because I'm already set in a particular groove.

Doesn't mean I wouldn't want to see them. I could always use them later.
 

I want Elements of Magic revised...but I lack those $$$ to get it... dems the breaks of being a college student I s'pose. :D

I have the original and it is cool...what's the difference between the two anyway?
 

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