Elements of Magic: Mythic Earth
Review: Elements of Magic: Mythic Earth by Ryan Nock
Disclaimer: I received a review copy
Elements of Magic: Mythic Earth (EoM:ME) is a d20/Modern d20 magic supplement published by EN Publishing. Built on EN Publishing’s previous work, the Elements of Magic Revised, EoM:ME is billed as a streamlined version of Elements of Magic built for D20 Modern, but wholly compatible with fantasy d20. It is a 58-page PDF consisting of four chapters and an appendix, as well as the Open Game License. It retails at
EN World Shop for $8.95.
Appearance
EoM:ME comes in a 13.2 megabyte zip file with a well bookmarked minimal color version that lends itself well to onscreen or print use, and both a separate cover graphic and back cover graphic suitable for printing. EoM:ME uses the typical two-column style layout on a white background, with black and white pencil sketch artwork interspersed conservatively throughout the PDF. The cover artwork, by J. L. Jones, depicts a set of hands finger painting mythical figures on a wall, and is reminiscent of ancient cave paintings. It does well to provide the reader with a feel for the nature of the work. In addition, interior black and white artwork by Jones, Susan Knowles, and Jen Starling, while not spectacular, are used to good effect throughout in an attempt to complement the text. More importantly, the artwork does not overpower the text, and is used in a minimal way to place more emphasis on the text. While no editors are specifically listed, Eric Life-Putnam’s layout works well. The writing is well done, and grammar and typographical errors are almost nonexistent. Finally, the PDF dedicates one page to credits, a page to the table of contents; a page detailing a preface, what has changed from the Elements of Magic Revised, and an overview of what’s inside; and a page to the Open Game License; providing players with 54 actual pages of magic system material.
Contents
Chapter one, entitled Myths, discusses what one needs to know to make a mythic setting work in one’s game. It categorizes and discusses myths in broad terms: myths (world explanation, creation, morality, etc), legends (famous stories that reflect cultural beliefs), folk tales (small scale stories addressing fantastic inhabitants) and superstitions (minor beliefs and social taboos). Going further, the chapter discusses myths in a roleplaying context and how to incorporate groups in mythic roleplaying. In addition, it dives into the concept of the monomyth and how it may be used in a roleplaying campaign. Finally, the chapter discusses mythos creation and mythic themes.
This is a great primer on myth in general and mythic roleplaying specifically. While providing no rules crunch, it does well as an in-depth introduction and guide to mythic concepts and roleplaying. It provides the DM with a springboard for expanding a pre-existing campaign or starting an entirely new mythical one. It speaks in broad terms, without limiting itself to a typical fantasy or modern setting.
Chapter two, entitled Spellcasting and Magical Traditions, explains the rules for casting spells. It starts from the basic tenet of ten magical skills – Attack, Charm, Create, Cure, Defend, Divine, Illusion, Summon, and Transform. It further defines spell power (in level terms from 1 to 20), the concepts of ritual spells and spontaneous spells, and introduces the spellcasting check for both ritual and spontaneous spellcasting (Take 10 rule does not apply to either check).
Ritual spells require ten successful Knowledge (arcane lore) checks, one per round are based in a magical tradition and may require other feats to work (with a +5 DC modifier for each lacking feat). Rituals may be assisted, using Aid Another rules. Failed rituals cause a mishap, and incur a -1 spellcasting check penalty for the rest of the day. The default mishap is damage to all casters involved equal to the spell’s level, with suggested mishaps detailed with appropriate magic tradition feats. Ritual spell is briefly discussed, with one sample ritual (Exorcise Spirit) provided.
Spontaneous spells require ranks in the appropriate magical skill, and take two full rounds to cast. Only one spellcasting check against the appropriate magical skill (DC 10 + spell level) is required. Spells may still succeed on failed checks (fail 1-5 on check), although the caster incurs 1 spellcasting check penalty for the rest of the day. Increased failure (6-10) indicates a failed spell and penalty, while dramatic failures (11+) incur a spell mishap. In addition, the concepts of signature spells (specific premade spell requiring only a standard action to cast) and overpowered spells (up to 5 levels over skill ranks with Strength ability penalties) are introduced.
General spellcasting rules are detailed, including preparation (components and precasting), Saving Throw DC, and armored spellcasting (per core D20 Modern rules). In addition, expanded spellcasting options are detailed, including long spells (improving ritual and spontaneous spell success chance by taking more time), swift rituals (reducing required time with a DC penalty), communal spells (increasing spell scope and power with spellcasting group size), and magical fonts (magical power sources, including batteries (items) and locations (loci)). Finally, the concept of grim magic is briefly detailed.
New starting occupations are provided. The Adept is a student of the arcane arts, while the Arcantrepeneur utilizes magical knowledge in business pursuits. In addition, two magical skills are defined (trained only, cross-class skills with no associated ability scores), Concentration and Spellcraft.
Forty-two magical feats are defined, including four general, 23 tradition and 15 mage feats. Tradition feats (how a character gains access to spellcasting), include Animism, Feng Shui, and Technomancy among others. Mage feats (how a character casts a certain type of magic) include Arcane Skills, Elemental Focus, and Spell Focus, to name a few.
Finally, magic items are discussed at length. Rules regarding item creation are defined, including activated items, continuous items, the use of permanent spells, and the concept of Mana batteries. Alternative rules for magic costs are provided, including action points, hit points, ability scores, skill knowledge, and monetary offerings.
This chapter, clearly the heart of the work, is jam-packed with a wholly new streamlined skill-based magic system flexible enough to work in any setting. It discards the concept of magic points from the original Elements of Magic, and presents a much more streamlined system from that original work. The rules are well thought out and presented, and provide a great framework from which any type of spellcaster may work. The feats are well conceived and provide limitless possibilities, injecting more of a freeform flow to magic.
Chapter three, entitled The Mage of High Fantasy, introduces EN Publishing’s new High Fantasy setting utilizing EoM:ME rules. The world of High Fantasy consists of Terra, the world we know, and Gaia, the world of magic, monsters and the Unseen. Two major organizations are fleshed out: the Bureau for the Management of Magic (modern magical peacekeepers) and the Knights of the Round (devoted to enforcing the treaty the fey had agreed to). Gaia geography is detailed, highlighting its similarities to Terra. It is almost unknown to the typical Terran.
In addition, the Mage Advanced class is presented as an alternative to both the Mage in Elements of Magic Revised and D20 Modern rules. High Fantasy-specific magic items, including keys and agent weapons, are detailed. Five sample characters with signature spells are provided. Finally, the importance to the High Fantasy setting of ghosts and spirits, and magi and dragons is discussed.
This chapter, while the least helpful, does provide d20 Modern roleplayers with a startup setting to delve into. The overall setting and organizations presented are interesting, and could be reworked to fit in with a more traditional fantasy d20 game with little effort. The same holds true for the magic items presented.
Chapter four, entitled Spells, provides rules for creating spells, including general enhancements such as range and contingency. An advanced spellcasting sidebar provides details on combining spells, additional effects, and restricted or improved spells. Dispelling magic is also detailed, including standard dispelling (standard action), counterspelling (readied dispel action) and magical skill dispelling. Each of the ten magical skills are detailed with various enhancements.
This chapter is a testament to the system’s flexibility. With a myriad of enhancements to choose from, the idea of freeform magic and d20 roleplaying (Modern or traditional fantasy) comes to fruition. Spell enhancements allow for a few spells to be shaped and molded into whatever the player envisions.
The Appendix, entitled Mythic Fantasy d20, provides fantasy d20 conversions and details the Mage Basic class in fantasy d20 terms. In addition, sample tradition feats are provided. Al details are extremely useful in utilizing EoM:ME in a fantasy d20 game. That said, it would be fairly easy to integrate the system without it.
Impression
This is an incredible work! Designed to provide d20 Modern with a flexible magic system and streamline the spell creation system of the original Elements of Magic, EoM:ME succeeds admirably. The system goes far to provide a flexible system within the framework of the d20 Modern rules. Using magic as a skill rather than utilizing magic points goes far to simplify things, while the freeform style helps the system maintain a complexity determined by the player. Those d20 Modern players looking for a more flexible magic system need look no further. If you’re only interested in traditional fantasy d20, don’t let this mislead you. The rules, while seemingly focused on d20 Modern, were purposely written from a d20 Modern standpoint, though not overly so, with the fantasy d20 conversions in the appendix. The conversions are straightforward and simple (encompassed in just two pages). Even without them, the system as presented could easily be integrated into a traditional d20 game, fully taking the place of the core magic rules.
If you’re looking for a great magic system alternative, Elements of Magic: Mythic Earth is for you!
5 Stars