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<blockquote data-quote="Voadam" data-source="post: 8098725" data-attributes="member: 2209"><p>Verbal components would be in Draconic?</p><p></p><p>True name magic could be like <a href="https://www.drivethrurpg.com/product/129471/Ars-Magica-Third-Edition-digital?affiliate_id=17596" target="_blank">Ars Magica's</a> noun verb magic system, most of their spells are fairly easy to translate into D&D. The trick would be how to translate names known into D&D if you want a mechanical system to reflect that.</p><p> </p><p><a href="https://www.drivethrurpg.com/product/233745/GURPS-Classic-Magic?affiliate_id=1759" target="_blank">GURPS Magic</a> and thaumaturgy paths in <a href="https://www.drivethrurpg.com/product/94815/Vampire-The-Masquerade-20th-Anniversary-Edition?affiliate_id=1759" target="_blank">Vampire the Masquerade</a> or the hedge magic paths in <a href="https://www.drivethrurpg.com/product/339/World-of-Darkness-Sorcereraffiliate_id=17596" target="_blank">World of Darkness Sorcerer</a>, mostly build on a narrow base theme then mastering that theme more and more with increasingly powerful magical effects.</p><p></p><p>3.5 had a truenamer magical class in <a href="https://www.drivethrurpg.com/product/50000/Tome-of-Magic-Pact-Shadow-and-Truename-Magic-35?affiliate_id=17596" target="_blank">Tome of Magic</a> that suffered from using a skill resolution mechanic, but I found it worked pretty well by changing it to a level vs. CR mechanic. It relied on true names, but not knowing names for categories like fire or wind so moderate relevancy. Similar for <a href="https://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=1759" target="_blank">Arcana Evolved</a> which had a feat for giving you bonuses if you new a specific spell target's true name (useful for buffing your allies who trust your or when you can research a specific foe).</p><p></p><p>The Karma aspects of casting such as Ged's Shadow, would be its own thing and I do not really have suggestions there. It has been a couple decades since I read the story so the details are not top of mind.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8098725, member: 2209"] Verbal components would be in Draconic? True name magic could be like [URL='https://www.drivethrurpg.com/product/129471/Ars-Magica-Third-Edition-digital?affiliate_id=17596']Ars Magica's[/URL] noun verb magic system, most of their spells are fairly easy to translate into D&D. The trick would be how to translate names known into D&D if you want a mechanical system to reflect that. [URL='https://www.drivethrurpg.com/product/233745/GURPS-Classic-Magic?affiliate_id=1759']GURPS Magic[/URL] and thaumaturgy paths in [URL='https://www.drivethrurpg.com/product/94815/Vampire-The-Masquerade-20th-Anniversary-Edition?affiliate_id=1759']Vampire the Masquerade[/URL] or the hedge magic paths in [URL='https://www.drivethrurpg.com/product/339/World-of-Darkness-Sorcereraffiliate_id=17596']World of Darkness Sorcerer[/URL], mostly build on a narrow base theme then mastering that theme more and more with increasingly powerful magical effects. 3.5 had a truenamer magical class in [URL='https://www.drivethrurpg.com/product/50000/Tome-of-Magic-Pact-Shadow-and-Truename-Magic-35?affiliate_id=17596']Tome of Magic[/URL] that suffered from using a skill resolution mechanic, but I found it worked pretty well by changing it to a level vs. CR mechanic. It relied on true names, but not knowing names for categories like fire or wind so moderate relevancy. Similar for [URL='https://www.drivethrurpg.com/product/1946/Monte-Cooks-Arcana-Evolved?affiliate_id=1759']Arcana Evolved[/URL] which had a feat for giving you bonuses if you new a specific spell target's true name (useful for buffing your allies who trust your or when you can research a specific foe). The Karma aspects of casting such as Ged's Shadow, would be its own thing and I do not really have suggestions there. It has been a couple decades since I read the story so the details are not top of mind. [/QUOTE]
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