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EOM:R vs EOM:ME
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<blockquote data-quote="Alzrius" data-source="post: 2631843" data-attributes="member: 8461"><p>The two systems aren't really compatible.</p><p></p><p>EoMR is based on a class system and points system. You take so many levels in Mage, you gain spell lists and spell points. You then mix and match the various lists into spells that cost so many points, and spend them to create that effect.</p><p></p><p>ME isn't like that. In that system, you don't need to take any levels in a class, and there are no points to spend. Rather, there are ten magic skills (similar to the spell lists in EoMR, but they're skills). In order to take any of the ten magic skills, you need to take a tradition feat. Tradition feats represent your style of magic, and each gives you certain magic skills as class skills (and then you can take the others as cross-class skills). You can, normally, only cast spells of one skill (with general enhancements). Similar to EoMR, casting a spell in this manner takes two rounds, unless you use a signature spell you've set up, which takes a standard action. When casting the spell, you make a skill check to properly cast it.</p><p></p><p>The other way to cast spells in ME is with a ritual. Rituals are simpler, but take longer. You don't need a tradition feat, or access to the magic skills. Instead, configure the spell cost as normal, but make a skill check with Knowledge (arcane lore). Various modifiers apply, and you need to make a Knowledge check every round for 10 rounds to succesfully cast the spell.</p><p></p><p>Those are the differences in a nutshell.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 2631843, member: 8461"] The two systems aren't really compatible. EoMR is based on a class system and points system. You take so many levels in Mage, you gain spell lists and spell points. You then mix and match the various lists into spells that cost so many points, and spend them to create that effect. ME isn't like that. In that system, you don't need to take any levels in a class, and there are no points to spend. Rather, there are ten magic skills (similar to the spell lists in EoMR, but they're skills). In order to take any of the ten magic skills, you need to take a tradition feat. Tradition feats represent your style of magic, and each gives you certain magic skills as class skills (and then you can take the others as cross-class skills). You can, normally, only cast spells of one skill (with general enhancements). Similar to EoMR, casting a spell in this manner takes two rounds, unless you use a signature spell you've set up, which takes a standard action. When casting the spell, you make a skill check to properly cast it. The other way to cast spells in ME is with a ritual. Rituals are simpler, but take longer. You don't need a tradition feat, or access to the magic skills. Instead, configure the spell cost as normal, but make a skill check with Knowledge (arcane lore). Various modifiers apply, and you need to make a Knowledge check every round for 10 rounds to succesfully cast the spell. Those are the differences in a nutshell. [/QUOTE]
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