• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Elements of Magic: Revised Edition

Yes. You can. See that "pencil and paper" logo at the bottom of the review (next to the printer icon). That's the edit button.
 

log in or register to remove this ad

Okay, Elements of Magic was great. There were a few minor things that were a problem, but it embodied a brilliant idea and it was something folks had wanted for a long time; a toolkit for building a magic system in D20 that does whatever the designer wants it to do.

Elements of Magic is better. MUCH better. The minor problems have all been smoothed out; you can now do ANYTHING with EoM that you could do with the old OGL magic system, plus everything else.

First, I'm going to tell you about a few minor things I didn't like. The table of contents and the index is not linked; I know this isn't always a simple thing to do in PDF but it increases the ease of use SO much that when I don't see it I have to mention it. Also, the organization of the book leaves a little to be desired; charts and tables can sometimes be hard to find. I'm sure both of those things will be less of a problem once I'm more familiar with the book, but at the outset it's a bit intimidating. Add this to the fact that the magic system presented here is only partly done, and it becomes quite a big serving of rules to swallow at one go. Finally, the book is a bit sparsely illustrated. That's fine for me, but some folks like to see more art in a book than this has.

Now let me tell you what I like.

Remember how I said that the magic system is only partly done? That's what's great about it. It goes about ninety percent of the way, and then each DM adds five percent (to make it fit his game) and then each NPC or PC adds the last bit to personalize it. That's a lot of work, but it's a whole lot LESS work than if you tried to do it WITHOUT this resource.

The system is built around "spell lists"... each spell list (like Charm Humanoid or Evoke Fire) implies a near-infinite number of spells, with duration, range, etc. decided by the caster, either at the time of casting or prepared beforehand as a "signature spell."

Signature spells allow a character to create 'standard' spells that he can cast more easily than assembling them as he goes.
 

To be fair: my familiarity with the original Elements of Magic made it easy for me to overlook strange editing decisions, convoluted explainations, and poor organization in EOM, Revised, because I was already familiar with many of the new concepts and how the interact with and differ from the core Vancian spellcasting system. I do agree completely with the points brought up in Arthur Reyes' review on RPG Now, though I stick by my rating:
http://www.rpgnow.com/product_reviews_info.php?manufacturers_id=313&products_id=2699&reviews_id=6078&

I'm especially going to take the following quote to heart if I ever try to use the EoM system in my own writing:

"Ars Magica got to the point when it came to describing spells, EoM doesn't. EoM takes too long explaining concepts that are unchanged from core d20 products, and never succinctly explains its own mechanic. I'm going to restate the entire system in a few sentences, because I like it so much.

Spells are like sentences: Verb + Noun.
EoM has 11 magical verbs, such as Evoke, Charm, Compel.
EoM has 3 magical nouns, Alignment, Creature, Element. The nouns are subdivided into specific alignment types (Good), creatures (Trolls), and elements (Ice).

Mages learn spell lists. A spell list is 1 verb + 1 noun, like Evoke Fire, or Charm Dragon. Mages cast spells by manipulating their spell lists to produce a magical effect.

A simple spell is one spell list + enhancements.
A complex spell is a two or more spell lists + enhancements.

To cast a spell, select your spell list, then enhancements, then spend magic points to determines how potent the spell is."

I'm definately going to try to find Arthur and thank him for his insight.
-George Austin
 

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.
 
Last edited:

Thanks MM

One thing I've wondered about this--I realise that it can be run alongside the SRD system, but I wonder to what degree the SRD spells can be replicated using the EoM system?

My thinking ties to adventures--if I want to run a published adventure, using EOM rather than the SRD magic rules, do I need to re-work every spellcasting NPC? Or does EoM fit snugly-enough with the SRD magic rules so that it easily duplicates a standard NPC? For example, if I have a SRD 5th level wizard, does his 5th level EoM equivalent has access to the equivalent of one third level spell, two seconds, and three thirds?

Thanks
 

The answer is it is possible to replicate Core rules spellcasters abilities within EoMR, but a spellcaster of a given level will be able to cast more different spells by combining elements from the spell lists they know, but will require two full rounds to cast the non-signature spells. Potentially they will have more spells at a given level, but largely by making the spells weaker than the equivalents in the core rules. I'll try and work up an example.

To save preparation it is perfectly possible to use both systems together, the main area where that might break down is in the creation of magic items as these tend to cost more in EoMR (a good thing to my mind).
 

Oh, and feel free to swing by the E.N. Publishing forum to ask questions like these. I'm more likely to see them there.

But yeah, EOM balances improved flexibility with slightly less power. So a 5th level Mage won't be able to cast a 400+ ft. range, 20-ft. radius fireball that does 5d6 damage (that's actually not available until 10th level), but he could cast:

  • A 30-ft. range, single target spell that does 5d6 damage.
  • An 800-ft. range, 10-ft. radius spell that does 1d6 damage.
  • A 150-ft. range, 20-ft. radius spell that does 2d6 damage.
  • A spell centered on himself, with a 10-ft. radius that doesn't include his own square, dealing 1d6 damage per round for a minute.
  • As above, but dealing 5d6 damage in one round.

Nothing in the rules keeps you from using core spellcasters -- EOM still uses d20 rules, with saves, hit points, etc. It just provides an alternative way to make spells, with the intent of letting you personalize spellcasting styles of characters without having to make up dozens of new spells. Instead of making 20 shadow-themed spells and a prestige class for an underdark druid, you could just use the EOM system to create a character with access to shadow-element spells, and make up balanced spells on the fly.

If you have more questions, though, please swing by the boards. You're likely to get a bigger response.
 


Into the Woods

Remove ads

Top