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<blockquote data-quote="DonTadow" data-source="post: 2239682" data-attributes="member: 22622"><p>I have replaced the PHB magic system with the EOM and love the system. My players resisted at first but now love it as well once finding out the flexability of the system. However, there are some things that I find could break the game. Spell components are important in a magic system to me as it balances out adventuring costs at times. In that respect, I have instituted a system to handle spell components but keep them generalized so that specific components arn't needed, but the cost is still factored in. This is partually based on stuff from the second eom book and partly from reading other player's comments. Let me know if this is weaking the system or balanced. Keep in mind that this campaign is based on Final Fantasy and thus I used the traditional crystals found in the game. </p><p></p><p>Spell Components- All spell caster's must purchase spell components at a cost of 25 Debens (gold pieces) per spell list they know, during the halfway point between levels and during level up. They can not use spells until they acquire the appropriate components. This price could go up or down based on the economy. These components are consumed in spellcasting, but are replaced easily for no appreciable cost. </p><p></p><p>A mage who uses these spell components may cast one spell per day per five caster levels (round up) with an MP Limit 1 higher than normal. However, if he does not have his spell components, his MP Limit is reduced by half for all spells.</p><p>The Spell components for Chrystaria are called Eon Crystals. Eon crystals used for akhu spells must be prayed over for one day before use. </p><p></p><p>Several Spells lists require special Eon crystals to perform the spell. These crystals, called Ether crystals, are called so because of their high cost and because they can only be used once. Ether crystals can be found for 250 gp. Spells that use these crystals also often require additional components and rituals. Because of the nature of these crystals, the normal time to cast spell may be hindered. </p><p></p><p>Scrying- 1 Ether Crystal (EC). </p><p>Also needs to have a foci with a reflective image of no less than 100gp for priests; 1,000gp for others.</p><p>Scry takes an hour, unless you spend additional MP (2 MP decreases 30 min). The only exception to this rule is if you start the Scry centered on you and use Move Force to scout an area (like the wizard eye spell).</p><p>-The remote casting is limited similarly as in the Expanded Psionic Handbook. The raider spell costs 1.5 times more than usual. For every two mana points used, add an additional mana point to perform raider spells. </p><p></p><p>Identify- 1EC</p><p>Can perform four identify's (spells must be performed consecectively per crystal use.) Each spell takes an hour to perform. (So you can idenitify four items in four hours with 1 crystal). </p><p></p><p>Move Space (Teleport) - 1 EC per 2 mana points used. </p><p>Teleporting is very difficult and nearly impossible in chrystaria, however, recent studies have shown that the use of ECs have helped stabalize the spells somewhat. There is still a chance of misdirection. There is a 20% chance that you end up off course by 1d10 × 1d10% of the distance traveled.</p><p></p><p>Heal- Revive spel list (4 EC per Hit Dice of the Spell ex- Lesser Revive has 5 hit dice, costs 20 EC)- </p><p>There are rumors that the Church has actually had people revived using a special spell. The grounds that this is to be done is rumored to only be able to be in a blessed Sarcophgus. All revive spells take 10 minutes to perform and must have another priest present. (4 EC per Hit Dice of the Spell ex- Lesser Revive has 5 hit dice, costs 20 EC)</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2239682, member: 22622"] I have replaced the PHB magic system with the EOM and love the system. My players resisted at first but now love it as well once finding out the flexability of the system. However, there are some things that I find could break the game. Spell components are important in a magic system to me as it balances out adventuring costs at times. In that respect, I have instituted a system to handle spell components but keep them generalized so that specific components arn't needed, but the cost is still factored in. This is partually based on stuff from the second eom book and partly from reading other player's comments. Let me know if this is weaking the system or balanced. Keep in mind that this campaign is based on Final Fantasy and thus I used the traditional crystals found in the game. Spell Components- All spell caster's must purchase spell components at a cost of 25 Debens (gold pieces) per spell list they know, during the halfway point between levels and during level up. They can not use spells until they acquire the appropriate components. This price could go up or down based on the economy. These components are consumed in spellcasting, but are replaced easily for no appreciable cost. A mage who uses these spell components may cast one spell per day per five caster levels (round up) with an MP Limit 1 higher than normal. However, if he does not have his spell components, his MP Limit is reduced by half for all spells. The Spell components for Chrystaria are called Eon Crystals. Eon crystals used for akhu spells must be prayed over for one day before use. Several Spells lists require special Eon crystals to perform the spell. These crystals, called Ether crystals, are called so because of their high cost and because they can only be used once. Ether crystals can be found for 250 gp. Spells that use these crystals also often require additional components and rituals. Because of the nature of these crystals, the normal time to cast spell may be hindered. Scrying- 1 Ether Crystal (EC). Also needs to have a foci with a reflective image of no less than 100gp for priests; 1,000gp for others. Scry takes an hour, unless you spend additional MP (2 MP decreases 30 min). The only exception to this rule is if you start the Scry centered on you and use Move Force to scout an area (like the wizard eye spell). -The remote casting is limited similarly as in the Expanded Psionic Handbook. The raider spell costs 1.5 times more than usual. For every two mana points used, add an additional mana point to perform raider spells. Identify- 1EC Can perform four identify's (spells must be performed consecectively per crystal use.) Each spell takes an hour to perform. (So you can idenitify four items in four hours with 1 crystal). Move Space (Teleport) - 1 EC per 2 mana points used. Teleporting is very difficult and nearly impossible in chrystaria, however, recent studies have shown that the use of ECs have helped stabalize the spells somewhat. There is still a chance of misdirection. There is a 20% chance that you end up off course by 1d10 × 1d10% of the distance traveled. Heal- Revive spel list (4 EC per Hit Dice of the Spell ex- Lesser Revive has 5 hit dice, costs 20 EC)- There are rumors that the Church has actually had people revived using a special spell. The grounds that this is to be done is rumored to only be able to be in a blessed Sarcophgus. All revive spells take 10 minutes to perform and must have another priest present. (4 EC per Hit Dice of the Spell ex- Lesser Revive has 5 hit dice, costs 20 EC) [/QUOTE]
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