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Elements of Magic: Lyceian Arcana
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<blockquote data-quote="MonsterMash" data-source="post: 2451451" data-attributes="member: 12974"><p><strong>Lyceian Arcana</strong></p><p></p><p>Lyceian Arcana</p><p></p><p>Ryan Nock</p><p>EN Publishing PDF 55pp $8.95 pdf $15.95 print + pdf</p><p></p><p>Complimentary review copy of pdf recieved.</p><p></p><p>This is a supplement for Elements of Magic Revised, from ENPublishing. It covers a set of magical traditions. Elements of Magic Revised is referred to as EoM and Lyceian Aracan as LA throughout as I'm being lazy with the typing or cut and paste. </p><p></p><p></p><p><strong>Content</strong></p><p>This pdf is very largely rules content. Probably about 90% of each page is used for text and the majority of this is rules based. </p><p></p><p>Chapters</p><ul> <li data-xf-list-type="ul">5. Worldcraft</li> <li data-xf-list-type="ul">6. Worlds of Magic</li> <li data-xf-list-type="ul">7. Spell Mastery</li> <li data-xf-list-type="ul">8. The Lyceum</li> </ul><p>The chapter numbering continues that in EoMR. I have discussed the content on a chapter by chapter basis. </p><p></p><p><strong>Worldcraft</strong></p><p>This section contains information on how to integrate magic into the campaign world, discussing sources and spellcraft and worldcraft. This includes using EomR with core magic rules from D20 Fantasy. </p><p>Familiar magic is discussed including Vancian magic, Arcane and Divine, Rune Magic and Powers of the Mind. Vancian magic and Arcane and Divine discuss the usual core D20 fantasy styles of magic and how these can be dealt with using the EoMR rules. Rune magic gives an optional system based on runes, but also suggesting other types of script can be used, where the magic is linked to a written character. Powers of the Mind discusses using the rules to represent psionic powers. </p><p>Optional rules are given for sources of magic </p><p></p><p></p><p><strong>Worlds of Magic</strong></p><p>This chapter includes the example magical traditions/schools of magic which can be used by the GM either as they stand or used as examples to develop their own. Twelve of these traditions are presented, each with explanations of their spell lists, traditions and thematic elements. </p><p></p><p>Some have sample spells and creatures included. Examples are the <em>Dreamers of the Inner </em></p><p><em>Path</em>, dream based magic which is a more distinctive style and mentioned as most suitable for modern games, personally I could also see this being useful for a setting like the Lovecraftian Dreamlands. <em>Elemental Guardians</em> are specialists in Geomancy. <em>Gate Keepers of Aeriechellaak</em> are specialists in written magic, with the Scirge of Worlds tradition allowing portals to be created to other worlds, this is one of the more original traditions in my opinion. </p><p></p><p><em>Classes</em> </p><p>Revised versions of several core classes are presented in this chapter these are:</p><ul> <li data-xf-list-type="ul"> Bard</li> <li data-xf-list-type="ul"> Cleric</li> <li data-xf-list-type="ul"> Druid</li> <li data-xf-list-type="ul"> Paladin</li> <li data-xf-list-type="ul"> Ranger</li> </ul><p></p><p>These have the adjustments to fit with the EoMR system of spell points and caster levels, with channeling positive or negative energy replacing the turning or commanding undead for clerics, but giving similar in game effects. The BAB progression, hit dice, and saves are unchanged for the classes. Abilities from EoMR are used to reproduce the core rules for divine casters being able to cast in armour. It looks like most of the classes are at a similar power level to the core versions, but it is possible that the Cleric and Druid's spellcasting is slightly less powerful, but more flexible, which is the general effect of the EoMR system.</p><p></p><p>The classes have additional skills sue to the difference in how the systems handle things, for example the Paladin has skills for Dispel Magic, Diviniation and Scry. </p><p></p><p>Variant classes are presented, these are:</p><ul> <li data-xf-list-type="ul"> Anima - this is a magically powerful individual rather than a 'pure' spellcaster - these <br /> powers act in a similar way to magic items. This is very different from most of the core <br /> classes and is as noted in LA similar to a superhero type. </li> <li data-xf-list-type="ul"> Arcanist - specialist arcane researcher, refining others spells, closest to a variation on the EoMR Mage class</li> <li data-xf-list-type="ul"> Exalten - this is a variant on the bardic type, but with an emphasis on the heroic aspects of being an adventurer. The inspirational attributes of this class are clearly comparable to those of the bard.</li> <li data-xf-list-type="ul"> Godhand - in many ways this is a cleric replacement, but with inferior saves and a better BAB </li> <li data-xf-list-type="ul"> Longwalker - this class has elements of the Druid and Ranger, but is more of a wilderness explorer overall. </li> </ul><p></p><p></p><p><strong>Spell Mastery</strong></p><p>This section includes rules for: </p><ul> <li data-xf-list-type="ul"> Intelligent Magic Items</li> <li data-xf-list-type="ul"> Power Components</li> <li data-xf-list-type="ul"> Ritual Magic</li> <li data-xf-list-type="ul"> Spell Mishaps</li> </ul><p></p><p>Intelligent Magic items can be created in a similar way to magic items in the EoMR rules, with generally a higher cost and more consistent mechanics to the core rules. Up to 11 permanent spells can be put onto one item, with example items included.</p><p></p><p>Power Components are special components that can be used to increase the MP limit for one spell, with the DM able to restrict them by cost and rarity. It is noted this requires more book keeping to use, and a list of sample material components by spell type is provided. </p><p></p><p>Ritual Magic can be used to cast spells with a greater MP cost than the caster's limit and that require more than one application of MP. There are three types of ritual magic - solitary, communal and directed, with explanations of when each type is appropriate. At least one of the casters involved must have a caster level of 3+, with each caster in an ritual donating MP each round towards the total. There are good examples for this and simplified rules for a solitary spellcaster performing a short ritual. </p><p></p><p>Spell Mishaps are rules to cover what happens when spellcasting goes wrong, usually in instances where mages try to cast spells beyond their MP limit. Not all the mishaps will necessarily harm the caster.</p><p></p><p><em>Feats</em></p><p>Mage and tradition feats are presented with 9 mage feats and 25 tradition feats. Access to the tradition feats could be limited to particular schools of magic at the GM's discretion. The feats mainly seem balanced and mechanically appropriate for EoMR. </p><p></p><p></p><p><strong>The Lyceum</strong></p><p>This is presented as a college of magic, hence the title of the product. This is the shortest </p><p>chapter at three pages, with one prestige class presented. This is brief and probably the weakest section. </p><p></p><p><strong>Appendices</strong></p><p>Two appendices are supplied as word (.doc) documents, the first of these is a list of all the </p><p>spells in EoMR and LA by action type, together with a list of all the spells in one place giving around 100 example spells. The second appendix is the errata for EoMR. </p><p></p><p><strong>Appearance</strong></p><p>The design is consistent with EoMR with a border on the outside edge of each page, the same fonts and page layout and the same artist used. There is little wasted space if the pages are printed out and the design is readable both on screen or hard copy. The art is reasonable and does not take up an excessive amount of space on the page. The colour version of the pdf is bookmarked, but not the black and white version. </p><p></p><p><strong>Pluses:</strong></p><ul> <li data-xf-list-type="ul"> Expands EoMR with useful information on how to incorporate the rules with core magic rules</li> <li data-xf-list-type="ul"> Usable to expand on how magic fits into the world even without using the EoMR rules</li> <li data-xf-list-type="ul"> Some of the variant classes could be fun in play and offer good opportunities that aren't met by any of the core classes.</li> <li data-xf-list-type="ul"> Examples provided for rule content</li> </ul><p></p><p><strong>Negatives:</strong></p><ul> <li data-xf-list-type="ul"> Requires EoMR to really be useful</li> <li data-xf-list-type="ul"> More sample spells for traditions would be useful</li> <li data-xf-list-type="ul"> The section on the Lyceum could use some additional content </li> </ul><p></p><p></p><p><strong>Downloads:</strong></p><p>None at present.</p><p></p><p><strong>Overall</strong></p><p>I give it an 8.5 out of 10 rounding to four stars.</p></blockquote><p></p>
[QUOTE="MonsterMash, post: 2451451, member: 12974"] [b]Lyceian Arcana[/b] Lyceian Arcana Ryan Nock EN Publishing PDF 55pp $8.95 pdf $15.95 print + pdf Complimentary review copy of pdf recieved. This is a supplement for Elements of Magic Revised, from ENPublishing. It covers a set of magical traditions. Elements of Magic Revised is referred to as EoM and Lyceian Aracan as LA throughout as I'm being lazy with the typing or cut and paste. [b]Content[/b] This pdf is very largely rules content. Probably about 90% of each page is used for text and the majority of this is rules based. Chapters [list] [*]5. Worldcraft [*]6. Worlds of Magic [*]7. Spell Mastery [*]8. The Lyceum [/list] The chapter numbering continues that in EoMR. I have discussed the content on a chapter by chapter basis. [b]Worldcraft[/b] This section contains information on how to integrate magic into the campaign world, discussing sources and spellcraft and worldcraft. This includes using EomR with core magic rules from D20 Fantasy. Familiar magic is discussed including Vancian magic, Arcane and Divine, Rune Magic and Powers of the Mind. Vancian magic and Arcane and Divine discuss the usual core D20 fantasy styles of magic and how these can be dealt with using the EoMR rules. Rune magic gives an optional system based on runes, but also suggesting other types of script can be used, where the magic is linked to a written character. Powers of the Mind discusses using the rules to represent psionic powers. Optional rules are given for sources of magic [b]Worlds of Magic[/b] This chapter includes the example magical traditions/schools of magic which can be used by the GM either as they stand or used as examples to develop their own. Twelve of these traditions are presented, each with explanations of their spell lists, traditions and thematic elements. Some have sample spells and creatures included. Examples are the [i]Dreamers of the Inner Path[/i], dream based magic which is a more distinctive style and mentioned as most suitable for modern games, personally I could also see this being useful for a setting like the Lovecraftian Dreamlands. [i]Elemental Guardians[/i] are specialists in Geomancy. [i]Gate Keepers of Aeriechellaak[/i] are specialists in written magic, with the Scirge of Worlds tradition allowing portals to be created to other worlds, this is one of the more original traditions in my opinion. [i]Classes[/i] Revised versions of several core classes are presented in this chapter these are: [list] [*] Bard [*] Cleric [*] Druid [*] Paladin [*] Ranger [/list] These have the adjustments to fit with the EoMR system of spell points and caster levels, with channeling positive or negative energy replacing the turning or commanding undead for clerics, but giving similar in game effects. The BAB progression, hit dice, and saves are unchanged for the classes. Abilities from EoMR are used to reproduce the core rules for divine casters being able to cast in armour. It looks like most of the classes are at a similar power level to the core versions, but it is possible that the Cleric and Druid's spellcasting is slightly less powerful, but more flexible, which is the general effect of the EoMR system. The classes have additional skills sue to the difference in how the systems handle things, for example the Paladin has skills for Dispel Magic, Diviniation and Scry. Variant classes are presented, these are: [list] [*] Anima - this is a magically powerful individual rather than a 'pure' spellcaster - these powers act in a similar way to magic items. This is very different from most of the core classes and is as noted in LA similar to a superhero type. [*] Arcanist - specialist arcane researcher, refining others spells, closest to a variation on the EoMR Mage class [*] Exalten - this is a variant on the bardic type, but with an emphasis on the heroic aspects of being an adventurer. The inspirational attributes of this class are clearly comparable to those of the bard. [*] Godhand - in many ways this is a cleric replacement, but with inferior saves and a better BAB [*] Longwalker - this class has elements of the Druid and Ranger, but is more of a wilderness explorer overall. [/list] [b]Spell Mastery[/b] This section includes rules for: [list] [*] Intelligent Magic Items [*] Power Components [*] Ritual Magic [*] Spell Mishaps [/list] Intelligent Magic items can be created in a similar way to magic items in the EoMR rules, with generally a higher cost and more consistent mechanics to the core rules. Up to 11 permanent spells can be put onto one item, with example items included. Power Components are special components that can be used to increase the MP limit for one spell, with the DM able to restrict them by cost and rarity. It is noted this requires more book keeping to use, and a list of sample material components by spell type is provided. Ritual Magic can be used to cast spells with a greater MP cost than the caster's limit and that require more than one application of MP. There are three types of ritual magic - solitary, communal and directed, with explanations of when each type is appropriate. At least one of the casters involved must have a caster level of 3+, with each caster in an ritual donating MP each round towards the total. There are good examples for this and simplified rules for a solitary spellcaster performing a short ritual. Spell Mishaps are rules to cover what happens when spellcasting goes wrong, usually in instances where mages try to cast spells beyond their MP limit. Not all the mishaps will necessarily harm the caster. [i]Feats[/i] Mage and tradition feats are presented with 9 mage feats and 25 tradition feats. Access to the tradition feats could be limited to particular schools of magic at the GM's discretion. The feats mainly seem balanced and mechanically appropriate for EoMR. [b]The Lyceum[/b] This is presented as a college of magic, hence the title of the product. This is the shortest chapter at three pages, with one prestige class presented. This is brief and probably the weakest section. [b]Appendices[/b] Two appendices are supplied as word (.doc) documents, the first of these is a list of all the spells in EoMR and LA by action type, together with a list of all the spells in one place giving around 100 example spells. The second appendix is the errata for EoMR. [b]Appearance[/b] The design is consistent with EoMR with a border on the outside edge of each page, the same fonts and page layout and the same artist used. There is little wasted space if the pages are printed out and the design is readable both on screen or hard copy. The art is reasonable and does not take up an excessive amount of space on the page. The colour version of the pdf is bookmarked, but not the black and white version. [b]Pluses:[/b] [list] [*] Expands EoMR with useful information on how to incorporate the rules with core magic rules [*] Usable to expand on how magic fits into the world even without using the EoMR rules [*] Some of the variant classes could be fun in play and offer good opportunities that aren't met by any of the core classes. [*] Examples provided for rule content [/list] [b]Negatives:[/b] [list] [*] Requires EoMR to really be useful [*] More sample spells for traditions would be useful [*] The section on the Lyceum could use some additional content [/list] [b]Downloads:[/b] None at present. [b]Overall[/b] I give it an 8.5 out of 10 rounding to four stars. [/QUOTE]
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