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Elements of Magic: Revised Edition
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<blockquote data-quote="anondragon" data-source="post: 2011249" data-attributes="member: 18809"><p><strong>In a nutshell</strong></p><p></p><p></p><p> EOM revised edition has the same goal as the first edition, namely</p><p> creating a magic system which is highly customizable. Magic using</p><p> characters receive a number of "spell lists" each level. These</p><p> spell lists revolve around a particular area, for instance evoke</p><p> fire. The character is then able to use the evoke fire list to</p><p> cast spells involving fire that deal damage to creatures or</p><p> objects. Each spell uses MP and abandons the fire and forget</p><p> paradigm of D20. </p><p></p><p> In the revised edition, rules have been streamlined to avoid some</p><p> of the more complex issues (different elements dealing different</p><p> damage, spell lists having different range, duration, and area of</p><p> effect tables) and introduces new rules to "merge" spell lists</p><p> together and create more complex and interesting spells. All in all,</p><p> the revised edition offers a view of magic that just seems more</p><p> complete, more balanced, and easier to understand than its</p><p> predecessor. At $8.95 it is well worth the price even if you have</p><p> purchased the previous edition and are using it today.</p><p> </p><p></p><p></p><p><strong>Highlights</strong></p><p></p><p>A full magic system that is highly customizable based on your</p><p> campaign and individual character concept. </p><p></p><p>A customizable spell system that does not bog down your game.</p><p></p><p>Three new classes, mage, mageknight, and taskmage.</p><p></p><p>Mechanisms exist to cast spells above your ability from spell books.</p><p></p><p>Integrated rules for creating magic items, permanent spells and</p><p>constructs in ways that do not merely mimic the d20 system, but</p><p>surpass the d20 system in order to more closely identify with the</p><p>mechanics of the EOM system.</p><p></p><p></p><p><strong>Drawback</strong></p><p>Some skills are "magically powered". MP is used with a skill</p><p>(such as scry) that has spell like effects. While the mechanics seem</p><p>sound, this is the one place that the unified vision of spell lists</p><p>does not seem as coherent.</p><p></p><p></p><p><strong>In Depth</strong></p><p></p><p></p><p>The highlight of this work is the customizable spell system. For each</p><p>caster level a character gains "spell lists". Each spell list is</p><p>described as an action (abjure, charm, compel, evoke, +7 others) and a</p><p>target (an element-fire, water, light, +20 others- a creature-humanoid,</p><p>undead, plant, +12 others-, or an alignment -good,evil,law, chaos,</p><p>balance). For instance, Charm Humanoid allows the character to charm</p><p>humanoid creatures. If a character wants to charm undead creatures</p><p>they would need the Charm Undead list. In the charm list, there are detailed</p><p>instructions for various effects that can be added to a spell. For</p><p>instance a charm effect that can cause the target to become more</p><p>friendly to you or a charm effect that bestows courage to the target.</p><p>For each effect that is added the MP cost for that effect is added to</p><p>the final spell. Furthermore these effects can be merged with other</p><p>spell lists to create spells that produce more unique actions.</p><p>Characteristics such as duration, range, and area of effect can be</p><p>altered using a "general list" that all magic users have.</p><p></p><p></p><p>With such a highly customizable system, there is a danger of bogging</p><p>down a game. (As I discovered with the previous edition of EOM). To</p><p>counter this, all spells that are pieced together take two rounds to</p><p>cast. So while a magic user could piece together a spell that will</p><p>put his enemies asleep, transform them into pigs and start up a fire to</p><p>cook bacon, at two rounds to cast the spell the player can toy with</p><p>the numbers until the spell goes off (in my campaign, two combat rounds</p><p>typically takes 15 minutes). However, this would make the character</p><p>effectively useless in combat. Instead, EOM offers signature spells. A</p><p>character knows a signature spell for each level (plus int bonus). A</p><p>signature spell is a spell that has all of the variables figured out</p><p>ahead of time (name, cost, effects, duration). In effect a character</p><p>is limited to a small set of spells (that can be changed each day) for</p><p>combat and time sensitive castings while having a lot of flexibility</p><p>outside of combat.</p><p></p><p></p><p></p><p>Classes in the EOM rely on a concept I'll name the </p><p>Base Caster Bonus (not their notation, but easier to use) to describe</p><p>the caster level of a character. The BCB operates as the BAB does.</p><p>Magic using classes offer a BCB increase for each level. As BCB</p><p>increases the number of spell lists, MP and complexity of spells</p><p>increase. As a direct result there is no penalty for multiclassing</p><p>between magic using classes.</p><p></p><p>Revised EOM offers 3 classes. The mage is the primary magic user, has</p><p>a poor BAB and a good BCB (base caster bonus) and a d4. The mage gains magical</p><p>abilities every 4 levels that add flavor and create unique mages.</p><p>MageKnights have average BAB (1-15) and average BCB(1-15) and a d8.</p><p>They have martial abilities and a path open to take feats that allow</p><p>them to wear armor. TaskMages have poor BAB, average BCB a d6 and 8 skill</p><p>points per level. (as some skills are magically powered, these 8</p><p>points do not go as far as they would in a thief, but they are impressive).</p><p></p><p></p><p>No one can learn all spell lists, but no spell is beyond someone's</p><p>reach. If a character does not know all of the spell lists in a</p><p>signature spell he can attempt to "memorize" it in the morning (as a</p><p>d20 wizard would do) and store it as a fire and forget spell. This</p><p>is especially useful for dispelling magics that depend on the spell</p><p>lists that you know. Furthermore a mechanism exists to read</p><p>signature spells from spell books that are too high of a level to</p><p>cast. I can just imagine the thematic elements of that action<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>The newest item to the EOM is the creation of magic items and permanent</p><p>effects. This is done using three feats-craft charged, craft</p><p>permanent, craft wondrous. The most thematically beneficial rule is</p><p>the replacement of the position system in d20. In d20 you could only</p><p>have 1 pair of boots, 2 rings, 2 gloves, etc. EOM demands that a creature</p><p>can only have 12 permanent magical effects at any time. It is now</p><p>possible to have a sorceress with a magic ring on each finger or a set</p><p>of medals across their chest, without affecting the power (only the</p><p>flavor). In addition, a single magic item can count as multiple</p><p>effects (and reduce the cost), for instance a cloak that offers fire</p><p>and cold resistance could use 2 slots.</p><p></p><p>Craft wondrous items work directly off the MP used to create the</p><p>item. The costs are similar to d20 costs, but there are</p><p>differences. If this is the only system in the game it shouldn't</p><p>affect things too much.</p><p></p><p>Craft Charged item can work like d20 in that a signature spell can be</p><p>placed in an object, but it can also function as a mini mage, knowing</p><p>spell lists, having a MP limit and a MP pool to draw from. Spell</p><p>crafted from "mini-mages" can be cast as a standard action in the same</p><p>way that signature spells are.</p><p></p><p>Craft Permanent spell. Permanent spells only cost xp, but mimic the</p><p>creation rules for charged and wondrous items. When cast on a person</p><p>they count towards the limit of magical effect on that person. In</p><p>addition, permanent spells are harder to dispel than their</p><p>counterparts in d20.</p><p></p><p>Creating magical creatures. This is a long awaited feature. In d20</p><p>clerics could create minor undead using a spell, while a mage had to</p><p>invest a small fortune to create a construct. Now both are</p><p>accomplished by summoning the creature with the appropriate</p><p>summon[creature] spell and making it permanent. Special rules discount</p><p>the XP cost based on the materials cost.</p><p></p><p><strong>Summary</strong></p><p></p><p>With the recent hub-hub of the 3.5 d20, many people are cautions about</p><p>other revision editions. With revised EOM this is certainly not the</p><p>case. While revised EOM has the same goals, it does a much better job</p><p>of creating a whole magic system that does not bog down play or</p><p>creativity. Spell lists have been completely revised to be less</p><p>confusing, each spell list has a page of example signature spells that</p><p>illustrate how to merge spell effects together. And a new, complete,</p><p>magic creation system are all significant reasons to look into getting the</p><p>newest version even if you have their previous version.</p><p></p><p>As far as appeal, EOM can be placed in an ongoing campaign with little</p><p>trouble in conjunction with an existing magic system or to replace it.</p><p>Even if I don't get a chance to use the EOM system directly, I still</p><p>plan to use it to craft new spells for my d20 games to check for fairness.</p></blockquote><p></p>
[QUOTE="anondragon, post: 2011249, member: 18809"] [b]In a nutshell[/b] 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. [b]Highlights[/b] 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. [b]Drawback[/b] 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. [b]In Depth[/b] 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. [b]Summary[/b] 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. [/QUOTE]
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