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<blockquote data-quote="RangerWickett" data-source="post: 2485705" data-attributes="member: 63"><p>I'm actually working on a supplement that finally does go the last step and make everything a magical skill. It was going to be coming out before Gen Con, but ENnies duties pushed it back, so look for it at the end of August.</p><p></p><p>Basically I took what I liked best from EOM and Grim Tales. There are two ways to get magic. One is the research approach, where you find ancient texts and figure out how to cast the spells in them, or if you're really good you can create one or two spells.</p><p></p><p>Then there's spontaneous magic, which is only available if you find a source of magical power -- depending on the setting it can be easy or hard to get this. In the default setting you just need to discuss with your GM and spend a feat, and you can get access to a tradition of magic -- in the modern world, it's a difference between voodoo, fey magic, or Cthulhu-esque elder mysteries. In a grim setting, you might need to quest to find any spontaneous magic sources at all.</p><p></p><p>To cast spontaneous magic you make a skill check, the DC being based on the level of the spell (and like Elements of Magic you can create spells on the fly). If you succeed, dandy. If you fail a little, the spell works but you take a penalty to further spells. If you fail a lot the spell doesn't work and bad stuff can happen.</p><p></p><p>Finally, you can choose to cast an overpowered spell, one that is higher level than someone of your level should be able to cast. Doing this deals Strength ability burn to you, and you still have to pull of a spellcasting skill check, but it gives you the potential to do some truly powerful magic.</p><p></p><p>It does a little bit of everything. There's even a section with advice on how to tweak a few rules here or there and <em>easily</em> change the tone of the magic system greatly.</p><p></p><p>So, what's the best magic system, at least for d20? *grin* In my opinion, it'll be this one.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2485705, member: 63"] I'm actually working on a supplement that finally does go the last step and make everything a magical skill. It was going to be coming out before Gen Con, but ENnies duties pushed it back, so look for it at the end of August. Basically I took what I liked best from EOM and Grim Tales. There are two ways to get magic. One is the research approach, where you find ancient texts and figure out how to cast the spells in them, or if you're really good you can create one or two spells. Then there's spontaneous magic, which is only available if you find a source of magical power -- depending on the setting it can be easy or hard to get this. In the default setting you just need to discuss with your GM and spend a feat, and you can get access to a tradition of magic -- in the modern world, it's a difference between voodoo, fey magic, or Cthulhu-esque elder mysteries. In a grim setting, you might need to quest to find any spontaneous magic sources at all. To cast spontaneous magic you make a skill check, the DC being based on the level of the spell (and like Elements of Magic you can create spells on the fly). If you succeed, dandy. If you fail a little, the spell works but you take a penalty to further spells. If you fail a lot the spell doesn't work and bad stuff can happen. Finally, you can choose to cast an overpowered spell, one that is higher level than someone of your level should be able to cast. Doing this deals Strength ability burn to you, and you still have to pull of a spellcasting skill check, but it gives you the potential to do some truly powerful magic. It does a little bit of everything. There's even a section with advice on how to tweak a few rules here or there and [i]easily[/i] change the tone of the magic system greatly. So, what's the best magic system, at least for d20? *grin* In my opinion, it'll be this one. [/QUOTE]
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