Elements of Magic Revised
Elements of Magic Revised
Ryan Nock
EN Publishing PDF 94pp $9.95 pdf $17.95 print
Complimentary review copy of pdf recieved.
Capsule review.
This provides an alternate magic system for a certain roleplaying game that is referred to as
'Fantasy D20'. It can be used either to supplement the existing magic system or as a replacement and is designed to allow GM to design their own magic for use in their campaign world. Elements of Magic is referred to as EoM throughout as I'm being lazy with the typing or paste.
Content
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. In this case I've reviewed pretty much on a chapter by chapter basis as it makes sense with the division of the content.
Chapters
- 1. Magical Classes
- 2. Spell Elements
- 3. Spells
- 4. Magic Items
Rules
This is an alternate magic system for use with 'Fantasy D20' it has the following differences from the core magic rules:
- No division between arcane and divine magic
- Spell preparation/memorisation is removed
- No core schools of magic
- Magic points and spell lists used to determine what you can cast - spells are modular
- Spell lists are by mechanic - there are 11 of these (reduced considerably from original EoM)
- No spell levels (changed from original EoM)
- Revised feats and skills for magic
Classes
There are three classes included: Mage, Mageknight and Taskmage.
The Mage is the most direct replacement for the Wizard and Sorceror. At each level a caster level is gained. Magical boons are gained instead of extra feats, with boons at every fourth level progression from Minor, through Moderate to Major Boons. This class uses a D4 hit die.
MageKnight is a combined spellcaster and combat type. BAB progression matches cleric or bard with the 3/4 rate. For spellcasting ability the caster level starts at 1/2 and progresses by 3 caster levels in four class levels. This is the main class to replace a 3e Cleric or Druid. This class gains a minor boon at 3rd, moderate at 10th and major at 17th, with bonus feats, which should be fighter or magical at 1st, 2nd, and at every 4th level after. This class uses a D8 hit die.
TaskMage is a combined spellcaster and rogue/bard type with an emphasis on skills, it could be used to replace multiclassed rogue/wizard or rogue/sorceror or bards in a campaign. At 9th and 18th levels the TaskMage recieves skills mastery, with boons at the same levels as the MageKnight. This class uses a D6 hit die.
Magical Boons include things like being able to transform into an animals shape, energy resistance, and magical protection for saving throws or as an AC bonus.
Feats
The feats include revisions of many of the magic feats from the core rules with the addition of some which are specific to the EoM system with spell points, traditions, and caster levels.
Magic Basics
Magic points
These replace spell slots as the control on how many spells can be cast per day. Characters recieve magic points depending on their caster level, needing a one hour period each day to regain these.
This one hour can be taken as studying. praying, etc depending on how the GM wishes to portray the process of recieving magical power.
Caster levels
Caster levels determine how many magic points can be spent on an individual spell, number of spell lists known, and the total number of magic points and cantrips available to the caster each day.
The caster levels start from 1/2 which is where MageKnights and TaskMages begin, and the listed set goes up to 20th level.
Magic Traditions
Magic traditions are used to give the spellcasters a framework to operate in, but are optional and can either be from published sources like Lyceian Arcana or created by the GM. The tradition will normally have a name, characterstic spell lists, possibly miscellaneous benefits or drawbacks linked to their magic, e.g. a healing tradition might limit the use of offensive spells.
Spells
This is the longest section of the rules with 57 pages used.
Spells are modular potentially combining elements from multiple spell lists and general enhancements. A spells description gives the spell lists and number of MP for each spell. Casting takes 2 full rounds (where only a 5ft. step can be taken), except for casting from a spell book or signature spells, which take one full minute and a standard action respectively. A simple spell has only one list used and general enhancements, complex spells combine items from multiple lists and enhancements with GM's able to rule on which are allowed.
Spell lists have three types of effect category applied to the 11 action types, the categories are split into three types - alignment, creatures and elements. There are 5 types of alignment (good, evil, neutral, law and chaos), 15 types of creature (this could rise if additonal types exist in the game world and 22 elements, with their being opposed and friendly elements.
Signature spells are ones which a spellcaster has as their characteristic spells and should give these names rather than just the spell lists used to describe them. Spellcasters have a number of signature spells equal to their caster level plus their intelligence modifier and can swap signature spells by spending eight uninterrupted hours.
The spell lists are discussed in turn, with sample spells in each section and some have examples of use from play as well.
A spells cost in MP is affected by its duration, amount of effect it has, area of effect, etc. Cantrips which cost 0 MP are available to spellcasters as well, with these having limited effects, and a mage recieving 2 + their caster level of cantrips each day which can be cast with no MP expenditure. Mechanically it appears that the MP costs for each spell list are calculated consistently.
An example spell description follows:
Shield of Glory
Abjure Nature 4/Abjure Force 4/Gen 1
Total MP: 9
Range: Touch
Duration: Ten minutes
Area: Creature touched
Saving Throw: Will negates (harmless)
The creature gains a +5 enhancement bonus to AC, and gains energy resistance 10 against all energy types.
Costs: 4 MP abjure nature AC, 4 MP abjure force energy resistance, 1 MP duration
Magical Skills
Magical skills of Dispel Magic, Divination, Scrying and Spellcraft are described in with the spells where MP can be used with them. Spellcraft can also be used in the ways described in the Core rules, but the other three are different.
How to use the spells and skills in conjunction with the core magic rules and spell like abilities are explained, but personally I'd favour using one system or the other for simplicity.
Magic Items
The rules on creation of magical items are included so that they match with the overall magic system presented here. Magic items are limited in the number of permanent spells and wondrous items a character can use, to replicate the limit on body slots in the core rules. Creating items requires posession of the requisite feat with expenditure of XP and gold to create the item. A sample list of items is provided at the back of the chapter. This works in a similar manner to the core rules with charged items with a limited number of uses, wondrous items with a permanent effect and permanent spells which can be used to either grant effects to beings or places.
Appearance
The layout of the PDF is clear with borders on each page, but probably 95% is used for text. Black and White and Colour versions are supplied for the pdf. The artwork is by a number of different artists, but reasonably consistent in style and of acceptable quality. The text is legible and easy to use, there are a few small errors, such as some of the formatting being inconsistent, some effects described differently in text and tables and some of the lists of boons do not have
consistent names between the general list and each classes description.
There are bookmarks in the colour version of the pdf, but not in the black and white.
Pluses:
- Flexible magic system, allowing simpler customisation than core magic system
- More consistent approach to magic than the core system - no divine/arcane split
- Consistent set of mechanics for magic allowing DM to add own enhancements (Traditions, spelllists, etc)
- Clearly written rules with examples
- Signature spells can make casters more distinctive.
Negatives:
- The rules can seem complex on first reading
- More work for players and GMs than using the core 'D20 Fantasy' system
- If used unimaginatively the spell mechanics could lack flavour (see comments)
- Some typos and inconsistent formatting exist, e.g. the Mage's boons in the lists and descriptions have different names.
Small quibble I would have liked the iconic characters to be at a mixture of levels or presented at more than one level as I feel it would have given greater insight into the system.
following comment added 1 July 05
One thing that does show is that the rules have been playtested heavily, with a lot of discussion on the EN World boards.
Re: lacking flavour - this would only be the case if the GM or player does not try to come up with a name for the spell instead using Healing (6 dice), Evoke Lightning or similar. To be honest that can be a problem with the core rules as well (Cure Light, Cure Minor, etc is not all that imaginative).
Downloads:
An errata is supplied with the PDF this corrects the most recent problems found with the text.
A supplement - Lyceian Arcana is also published by EN Publishing and this will be reviewed separately. More will probably come out over time.
Online support is available at ENWorld's EN Publishing forums.
Overall
Personally I think I'd use either this or the core magic system rather than both together, but that is a personal preference. It was a tough call on rating this as it is good and hangs together well, but like most systems with a lot of flexibility it has the problem of complexity. I give it an 8.5 out of 10 rounding to 4 stars.