In a nutshell
EOM revised edition has the same goal as the first edition, namely
creating a magic system which is highly customizable. Magic using
characters receive a number of "spell lists" each level. These
spell lists revolve around a particular area, for instance evoke
fire. The character is then able to use the evoke fire list to
cast spells involving fire that deal damage to creatures or
objects. Each spell uses MP and abandons the fire and forget
paradigm of D20.
In the revised edition, rules have been streamlined to avoid some
of the more complex issues (different elements dealing different
damage, spell lists having different range, duration, and area of
effect tables) and introduces new rules to "merge" spell lists
together and create more complex and interesting spells. All in all,
the revised edition offers a view of magic that just seems more
complete, more balanced, and easier to understand than its
predecessor. At $8.95 it is well worth the price even if you have
purchased the previous edition and are using it today.
Highlights
A full magic system that is highly customizable based on your
campaign and individual character concept.
A customizable spell system that does not bog down your game.
Three new classes, mage, mageknight, and taskmage.
Mechanisms exist to cast spells above your ability from spell books.
Integrated rules for creating magic items, permanent spells and
constructs in ways that do not merely mimic the d20 system, but
surpass the d20 system in order to more closely identify with the
mechanics of the EOM system.
Drawback
Some skills are "magically powered". MP is used with a skill
(such as scry) that has spell like effects. While the mechanics seem
sound, this is the one place that the unified vision of spell lists
does not seem as coherent.
In Depth
The highlight of this work is the customizable spell system. For each
caster level a character gains "spell lists". Each spell list is
described as an action (abjure, charm, compel, evoke, +7 others) and a
target (an element-fire, water, light, +20 others- a creature-humanoid,
undead, plant, +12 others-, or an alignment -good,evil,law, chaos,
balance). For instance, Charm Humanoid allows the character to charm
humanoid creatures. If a character wants to charm undead creatures
they would need the Charm Undead list. In the charm list, there are detailed
instructions for various effects that can be added to a spell. For
instance a charm effect that can cause the target to become more
friendly to you or a charm effect that bestows courage to the target.
For each effect that is added the MP cost for that effect is added to
the final spell. Furthermore these effects can be merged with other
spell lists to create spells that produce more unique actions.
Characteristics such as duration, range, and area of effect can be
altered using a "general list" that all magic users have.
With such a highly customizable system, there is a danger of bogging
down a game. (As I discovered with the previous edition of EOM). To
counter this, all spells that are pieced together take two rounds to
cast. So while a magic user could piece together a spell that will
put his enemies asleep, transform them into pigs and start up a fire to
cook bacon, at two rounds to cast the spell the player can toy with
the numbers until the spell goes off (in my campaign, two combat rounds
typically takes 15 minutes). However, this would make the character
effectively useless in combat. Instead, EOM offers signature spells. A
character knows a signature spell for each level (plus int bonus). A
signature spell is a spell that has all of the variables figured out
ahead of time (name, cost, effects, duration). In effect a character
is limited to a small set of spells (that can be changed each day) for
combat and time sensitive castings while having a lot of flexibility
outside of combat.
Classes in the EOM rely on a concept I'll name the
Base Caster Bonus (not their notation, but easier to use) to describe
the caster level of a character. The BCB operates as the BAB does.
Magic using classes offer a BCB increase for each level. As BCB
increases the number of spell lists, MP and complexity of spells
increase. As a direct result there is no penalty for multiclassing
between magic using classes.
Revised EOM offers 3 classes. The mage is the primary magic user, has
a poor BAB and a good BCB (base caster bonus) and a d4. The mage gains magical
abilities every 4 levels that add flavor and create unique mages.
MageKnights have average BAB (1-15) and average BCB(1-15) and a d8.
They have martial abilities and a path open to take feats that allow
them to wear armor. TaskMages have poor BAB, average BCB a d6 and 8 skill
points per level. (as some skills are magically powered, these 8
points do not go as far as they would in a thief, but they are impressive).
No one can learn all spell lists, but no spell is beyond someone's
reach. If a character does not know all of the spell lists in a
signature spell he can attempt to "memorize" it in the morning (as a
d20 wizard would do) and store it as a fire and forget spell. This
is especially useful for dispelling magics that depend on the spell
lists that you know. Furthermore a mechanism exists to read
signature spells from spell books that are too high of a level to
cast. I can just imagine the thematic elements of that action
The newest item to the EOM is the creation of magic items and permanent
effects. This is done using three feats-craft charged, craft
permanent, craft wondrous. The most thematically beneficial rule is
the replacement of the position system in d20. In d20 you could only
have 1 pair of boots, 2 rings, 2 gloves, etc. EOM demands that a creature
can only have 12 permanent magical effects at any time. It is now
possible to have a sorceress with a magic ring on each finger or a set
of medals across their chest, without affecting the power (only the
flavor). In addition, a single magic item can count as multiple
effects (and reduce the cost), for instance a cloak that offers fire
and cold resistance could use 2 slots.
Craft wondrous items work directly off the MP used to create the
item. The costs are similar to d20 costs, but there are
differences. If this is the only system in the game it shouldn't
affect things too much.
Craft Charged item can work like d20 in that a signature spell can be
placed in an object, but it can also function as a mini mage, knowing
spell lists, having a MP limit and a MP pool to draw from. Spell
crafted from "mini-mages" can be cast as a standard action in the same
way that signature spells are.
Craft Permanent spell. Permanent spells only cost xp, but mimic the
creation rules for charged and wondrous items. When cast on a person
they count towards the limit of magical effect on that person. In
addition, permanent spells are harder to dispel than their
counterparts in d20.
Creating magical creatures. This is a long awaited feature. In d20
clerics could create minor undead using a spell, while a mage had to
invest a small fortune to create a construct. Now both are
accomplished by summoning the creature with the appropriate
summon[creature] spell and making it permanent. Special rules discount
the XP cost based on the materials cost.
Summary
With the recent hub-hub of the 3.5 d20, many people are cautions about
other revision editions. With revised EOM this is certainly not the
case. While revised EOM has the same goals, it does a much better job
of creating a whole magic system that does not bog down play or
creativity. Spell lists have been completely revised to be less
confusing, each spell list has a page of example signature spells that
illustrate how to merge spell effects together. And a new, complete,
magic creation system are all significant reasons to look into getting the
newest version even if you have their previous version.
As far as appeal, EOM can be placed in an ongoing campaign with little
trouble in conjunction with an existing magic system or to replace it.
Even if I don't get a chance to use the EOM system directly, I still
plan to use it to craft new spells for my d20 games to check for fairness.