Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
"Elements of Magic" and other systems
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 960724" data-attributes="member: 63"><p>Okay, first, there is no difference between arcane or divine magic, or between magic and psionics. EOM presents rules that can cover any type of magic system you want, and we give guidelines for if you want to have an arcane/divine division, but it's not necessary. We give you a sturdy skeleton and musculature, and then help you design the flesh you want for your game.</p><p></p><p>There is a single spellcasting progression, with caster level ranging from 1/2 to 20. Some classes, like the paladin, get incremental caster level increases, while the primary spellcasting class, the Mage, gets it at a 1 for 1 basis. The Mage class has access to any type of magic, but few other abilities. Other classes are restricted to what types of magic they can learn, but gain other benefits to balance it out. Since there's just one caster level table, levels of different spellcasting classes stack. You can take some levels of Mage, then a few more levels of paladin, if you want. On the paladin levels you'll be limited to the types of new magic you can learn, but you can still cast all your old magic.</p><p></p><p>The actual system of spells uses Magic Points (MP) instead of spell slots, and spells cost from 0 to 20 MP. A 1 MP spell is about equivalent to a 1st level core D&D spell, 3 MP = a 2nd level spell, 7 MP = 4th level spell, etc. </p><p></p><p>Instead of learning specific spells, like Flaming Sphere or Burning Hands, you learn <strong>spell lists</strong>, like Evoke Fire. When you know a spell list, you can cast it at whatever power level you want (limited of course by your caster level). Thus, a 5th level Mage could cast Evoke Fire as a cantrip (0 MP) and do minimum damage, or cast it as a long bolt of flame that does 5d6 points of damage (5 MP). Each spell list is flexible, so Evoke Fire can pretty much handle any sort of damaging fire spell you'd want.</p><p></p><p>At each level you learn a few spell lists, up to a total of 45 if you're a 20th level caster (this number may change; we're tweaking it).</p><p></p><p><strong>Spell Types</strong></p><p>There are 10 (or 11) spell types. When you learn a spell list, you combine a spell type with an [alignment], [creature], or [element] type. For example, Abjure Evil is a different spell list than Abjure Shadow. A Charm Good spell would let you inspire your good-aligned allies, but wouldn't benefit evil creatures in the area, while a Charm Humanoid spell would affect all humanoids, but not any non-humanoid creatures.</p><p></p><ul> <li data-xf-list-type="ul">Abjure Alignment, Creature, or Element. These are protective spells.</li> <li data-xf-list-type="ul">Charm Alignment or Creature. These spells influence emotion, causing friendship, fear, rage, etc.</li> <li data-xf-list-type="ul">Compel Alignment or Creature. These spells control behavior directly.</li> <li data-xf-list-type="ul">Create Creature or Element. These spells temporarily create objects or creatures of the chosen type. We're thinking of splitting it into Create Element and Summon Creature, so this is why there might be 11 spell lists instead of 10.</li> <li data-xf-list-type="ul">Evoke Alignment or Element. These spells deal damage of the chosen type.</li> <li data-xf-list-type="ul">Heal with Alignment or Element. These spells cure damage or other afflictions on creatures of the chosen alignment or element type (for instance, most things are 'Life' creatures, but you have 'Fire' creatures like elementals, 'Death' creatures like undead, etc.).</li> <li data-xf-list-type="ul">Illusion Element. These spells create false sensory effects.</li> <li data-xf-list-type="ul">Infuse with Element. These spells enhance creature's ability scores, and have other related effects.</li> <li data-xf-list-type="ul">Move Element. These spells let you move things through a certain type of element. Move Air lets you fly or levitate objects, Move Dimension lets you teleport and planeshift, etc.</li> <li data-xf-list-type="ul">Transform Creature or Element. These spells alter shape and substance.</li> </ul><p></p><p><strong>Elements</strong></p><p>There are 22 elements.</p><p>6 cardinal elements. Life, Death, Air, Earth, Fire, Water.</p><p>4 para elements. Lightning, Ooze, Ice, and Lava.</p><p>4 positive elements. Light, Crystal, Sound, and Mist.</p><p>4 negative elements. Shadow, Metal, Void, and Acid.</p><p>4 unifying elements. These are the freaky ones. Time, Dimension, Force, and Nature.</p><p></p><p>Also, you have a few magical skills that handle unique abilities. Scrying and Dispelling Magic are their own skills, and Spellcraft gain a few abilities that let you detect magic directly if you spend MP.</p><p></p><p>For instance, one PC that is in my game tonight is based on a druid and has Abjure Animal, Abjure Nature, Abjure Fire, Charm Animal, Compel Animal, Compel Plant, Create Animal, Evoke Nature, Evoke Fire, Infuse with Life, Move Nature, Move Earth, Transform Humanoid, Transform Plant, and Transform Animal. For each of these spell lists, he has a few specific spells that he uses more often (signature spells), which save time when he might be tempted to spend 10 minutes trying to min-max a spell. It's been fun so far.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 960724, member: 63"] Okay, first, there is no difference between arcane or divine magic, or between magic and psionics. EOM presents rules that can cover any type of magic system you want, and we give guidelines for if you want to have an arcane/divine division, but it's not necessary. We give you a sturdy skeleton and musculature, and then help you design the flesh you want for your game. There is a single spellcasting progression, with caster level ranging from 1/2 to 20. Some classes, like the paladin, get incremental caster level increases, while the primary spellcasting class, the Mage, gets it at a 1 for 1 basis. The Mage class has access to any type of magic, but few other abilities. Other classes are restricted to what types of magic they can learn, but gain other benefits to balance it out. Since there's just one caster level table, levels of different spellcasting classes stack. You can take some levels of Mage, then a few more levels of paladin, if you want. On the paladin levels you'll be limited to the types of new magic you can learn, but you can still cast all your old magic. The actual system of spells uses Magic Points (MP) instead of spell slots, and spells cost from 0 to 20 MP. A 1 MP spell is about equivalent to a 1st level core D&D spell, 3 MP = a 2nd level spell, 7 MP = 4th level spell, etc. Instead of learning specific spells, like Flaming Sphere or Burning Hands, you learn [b]spell lists[/b], like Evoke Fire. When you know a spell list, you can cast it at whatever power level you want (limited of course by your caster level). Thus, a 5th level Mage could cast Evoke Fire as a cantrip (0 MP) and do minimum damage, or cast it as a long bolt of flame that does 5d6 points of damage (5 MP). Each spell list is flexible, so Evoke Fire can pretty much handle any sort of damaging fire spell you'd want. At each level you learn a few spell lists, up to a total of 45 if you're a 20th level caster (this number may change; we're tweaking it). [b]Spell Types[/b] There are 10 (or 11) spell types. When you learn a spell list, you combine a spell type with an [alignment], [creature], or [element] type. For example, Abjure Evil is a different spell list than Abjure Shadow. A Charm Good spell would let you inspire your good-aligned allies, but wouldn't benefit evil creatures in the area, while a Charm Humanoid spell would affect all humanoids, but not any non-humanoid creatures. [list][*]Abjure Alignment, Creature, or Element. These are protective spells. [*]Charm Alignment or Creature. These spells influence emotion, causing friendship, fear, rage, etc. [*]Compel Alignment or Creature. These spells control behavior directly. [*]Create Creature or Element. These spells temporarily create objects or creatures of the chosen type. We're thinking of splitting it into Create Element and Summon Creature, so this is why there might be 11 spell lists instead of 10. [*]Evoke Alignment or Element. These spells deal damage of the chosen type. [*]Heal with Alignment or Element. These spells cure damage or other afflictions on creatures of the chosen alignment or element type (for instance, most things are 'Life' creatures, but you have 'Fire' creatures like elementals, 'Death' creatures like undead, etc.). [*]Illusion Element. These spells create false sensory effects. [*]Infuse with Element. These spells enhance creature's ability scores, and have other related effects. [*]Move Element. These spells let you move things through a certain type of element. Move Air lets you fly or levitate objects, Move Dimension lets you teleport and planeshift, etc. [*]Transform Creature or Element. These spells alter shape and substance.[/list] [b]Elements[/b] There are 22 elements. 6 cardinal elements. Life, Death, Air, Earth, Fire, Water. 4 para elements. Lightning, Ooze, Ice, and Lava. 4 positive elements. Light, Crystal, Sound, and Mist. 4 negative elements. Shadow, Metal, Void, and Acid. 4 unifying elements. These are the freaky ones. Time, Dimension, Force, and Nature. Also, you have a few magical skills that handle unique abilities. Scrying and Dispelling Magic are their own skills, and Spellcraft gain a few abilities that let you detect magic directly if you spend MP. For instance, one PC that is in my game tonight is based on a druid and has Abjure Animal, Abjure Nature, Abjure Fire, Charm Animal, Compel Animal, Compel Plant, Create Animal, Evoke Nature, Evoke Fire, Infuse with Life, Move Nature, Move Earth, Transform Humanoid, Transform Plant, and Transform Animal. For each of these spell lists, he has a few specific spells that he uses more often (signature spells), which save time when he might be tempted to spend 10 minutes trying to min-max a spell. It's been fun so far. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
"Elements of Magic" and other systems
Top