Different d20 magic systems?

I don't think it's quite hit the shelves yet, but WotC's Unearthed Arcana apparently has a spell point system among a plethora of other campaign options.

Also, it isn't a spell system, per se, but the super powers laid out in Four Color to Fantasy is a great system in my opinion. Likewise, a similar point-buy attribute system is in Big Eyes Small Mouth d20.
 

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Particle_Man said:
Grimm has an "imagination point" based spell casting system of incantations.

And what a cool & elegant little system it is too!

Deadlands D20
Farscape
Urban Arcana (Incantations)

...to add to the previous post:

Mutants & Masterminds and Silver Age Sentinels both have the potential for building a unique spellcaster using their effects based powers (BTW BESM & SAS both stem from the same roots).
 

johnsemlak said:
I"m not deeply familiar with them, but there are a few out there:
  • Midnight CAmpaign Setting's System
  • Arcana Unearthed's system
  • Elements of Magic (from EN Publishing)
  • Sovereign Stone (doesn't get much press but is spoken of very well)
  • And of course whatever system will be presented in Unearthed Arcana

There's surely other's but that's all I can quickly think of

I have the one in Midnight, but how do the others work?

I'm not asking you to post the full rules, mind you - just a short summary.
 

I read through the Elements of Magic and tried to digest it, but havne't used it.

Briefly, a new class is presented, the mage, meant to replace the sorceror and perhaps also the wizard. (I can't remember if the system also works with Divine magic). Basically, a wizard learns a type of magic (e.g. fire) and gradually gains levels in that magic ability, which in turn allow increasingly powerful magical abilities.

That's what I rememeber.
 

And if you'd like to sample the revised rules, coming out soon, do this poor, hung-over writer a favor and swing on over to the E.N. Publishing site to download the teaser to The Elements of Magic revised edition.

Short story short = The system is designed to fit in with whatever level you want, so it can either be just a new class with a special style, or it can replace all spellcasting classes. Your caster level (which stacks with other EOM classes at increments of 1/2 levels) determines how much MP you have, how many spell lists you know, and how powerful of spells you can cast.

A spell list is a combination of an action and a . . . thing. I've forgotten the word we use, my head hurts so much. There are 22 different elements, 11 different spell types, and some spells use creature or alignment types instead of elements. Some examples include Evoke Shadow, Infuse Air, Transform Undead, Abjure Law, and Charm Humanoid.

When you cast a spell, you spend any amount of MP up your caster level, and can purchase different effects from different spell lists you know. Each caster has a number of pre-set 'signature spells' that they have to choose in advance; it is possible to cast spells that you haven't preset, but this take longer, so hopefully players will stick to the premade ones to help speed play along. In the original EOM, people could often take 3 or 4 minutes min-maxing a spell just for the proper occasion. You can do that still, but you run the risk of getting killed before you get it off.

Yeah. There's lots of stuff, and it's good, so take a look.
 

RangerWickett said:
And if you'd like to sample the revised rules, coming out soon, do this poor, hung-over writer a favor and swing on over to the E.N. Publishing site to download the teaser to The Elements of Magic revised edition.

I'd like to - it sounds interesting - but "The Elements of Magic" apparently doesn't have a preview...
 
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If your looking for a well flushed out magic system this is off the spell slot farm check our Soviergn Stone.

It has a very well balanced casting system that allows the mage to be quite effective, but doesn't allow them to dominate the party. Lots of nice "solve the situation spells". Lots of fairly balanced attack spells. Lots of good variation flavor and style.

Highly recommend it. There are two books. Get the basic book first and then by the more detailed magic only book if you like the system.



Which books are those? I assume the Codex Mystarium is one. Is the Core setting book also necessary?
 
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Believe it or not, 2EAD&D had some great alternative systems in the "Players Option: Spells & Magic" book. My favorite was the Channeling system. Basically, wizards didn't forget spells or anything like that. They received spell points that they used to cast spells and got them back at a rate determined by their activity level. The best thing about it was that a spell caster's ability to cast spells was limited by fatigue levels. You could actually KILL your character by casting too much or too powerful magic. You'd have to make saving throws to recover from different stages of fatigue and each level would have a duration before you were allowed a recovery roll. You'd have to recover one level before going to the next. You also suffered penalties to attack rolls and proficiency checks due to the fatigue. It would be insanely easy to convert so you might want to check it out.
 

I seem to recall (from a talk I attended some months back) that the Conan RPG has a completely different magic system, although having not yet got my hands on it I can't confirm this.

The January preview has some examples of spells:

http://www.mongoosepublishing.com/pdf/Preview3.pdf

And the previous two previews also have various mentions of magic using characters:

http://www.mongoosepublishing.com/pdf/conan_preview_1.pdf
http://www.mongoosepublishing.com/pdf/Conan_preview_2.pdf

I've had a search on their forums, but the only thing I could find was someone who's done his own "Sourcery Style" (whatever that is):

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1145&highlight=conan+magic

Sorry I can't give more information.
 

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