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Brainstorming an Elemental Magic System
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<blockquote data-quote="RangerWickett" data-source="post: 7987042" data-attributes="member: 63"><p>It was for 3e, but did you ever see Elements of Magic: Revised? (The original EOM was a bit less polished.)</p><p></p><p>Short version:</p><ul> <li data-xf-list-type="ul">There were a variety of spell elements and spell action types. You'd know a limited number of them, such as Attack Fire or Move Water.</li> <li data-xf-list-type="ul">Spells cost MP, but you could assemble a spell by picking various components that had specific MP costs.</li> <li data-xf-list-type="ul">Each caster had an MP threshold based on their caster level.</li> <li data-xf-list-type="ul">You got a certain amount of MP per day.</li> <li data-xf-list-type="ul">You had a small number of 'signature spells' that you could cast just by spending your action, but you could theoretically spend two turns to cast any spell you could assemble.</li> <li data-xf-list-type="ul">Each character picked a specific 'tradition' that detailed what spell elements and action types they got, though they could branch out as they leveled.</li> </ul><p>So you might know Attack Lightning, Create Air, and Move Air. At low level you'd just be shooting small arcs of lightning a short distance, or shoving people with wind, or gliding a short distance, but at higher levels you could combine effects to use spell to fly into the air and shoot bolts of lightning at everyone around you.</p><p></p><p>The system is a bit dated by modern standards, but I feel like the general idea of "Spells cost MP, you can combine spells up to your MP threshold, and you have limited MP per day" combined with "Your elemental style gives you a limited number of spells known, but you can learn more later" would fit your goal.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7987042, member: 63"] It was for 3e, but did you ever see Elements of Magic: Revised? (The original EOM was a bit less polished.) Short version: [LIST] [*]There were a variety of spell elements and spell action types. You'd know a limited number of them, such as Attack Fire or Move Water. [*]Spells cost MP, but you could assemble a spell by picking various components that had specific MP costs. [*]Each caster had an MP threshold based on their caster level. [*]You got a certain amount of MP per day. [*]You had a small number of 'signature spells' that you could cast just by spending your action, but you could theoretically spend two turns to cast any spell you could assemble. [*]Each character picked a specific 'tradition' that detailed what spell elements and action types they got, though they could branch out as they leveled. [/LIST] So you might know Attack Lightning, Create Air, and Move Air. At low level you'd just be shooting small arcs of lightning a short distance, or shoving people with wind, or gliding a short distance, but at higher levels you could combine effects to use spell to fly into the air and shoot bolts of lightning at everyone around you. The system is a bit dated by modern standards, but I feel like the general idea of "Spells cost MP, you can combine spells up to your MP threshold, and you have limited MP per day" combined with "Your elemental style gives you a limited number of spells known, but you can learn more later" would fit your goal. [/QUOTE]
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