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Elements of Magic: Revised Edition
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<blockquote data-quote="Vaxalon" data-source="post: 2011277" data-attributes="member: 789"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Now let me tell you what I like.</p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>Signature spells allow a character to create 'standard' spells that he can cast more easily than assembling them as he goes.</p></blockquote><p></p>
[QUOTE="Vaxalon, post: 2011277, member: 789"] 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. [/QUOTE]
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