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The Wheel of Time magic system is really well done and changes the atmosphere of magic. Really not that big of a change and still intuitive but it can alter the entire feel of the world.

I like ritual magic from SSS, it can add some nice touches to the game.


Finally, I will back the gentleman in red who mentioned the d20 Modern death from massive damage rules. IMO does gritty better than G&G and WP/VP.
 

Pretty late reply here. I'll leave off WotC stuff since you probably already know about that...

Encylcopedia Divine: Shamans (Mongoose) and The Shaman's Handbook (Green Ronin) both offer cool shaman core classes.

I liked a bunch of the magic offerings from Bastion's Spells and Magic; there's inventive stuff in that book though the GM might need more of a hand in watching it.

Elements of Magic, available through ENWorld's online store as a PDF has a more Ars Magica styled magic system.

Occult Lore from Atlas Games has a number of variant spellcasters some of which feel like a new magic system.

You could also extract the psionics and ritual magic system from Shadowforce Archer from AEG for a more low-magic feel.
 

Sovereign Stone's magic system is pretty darn nifty, as well as being one of my favorite magic systems; it also has a bunch of specialist base classes that are PDN.
Engel's a good place to find unique campaign ideas.
As others have said, check out the stuff in Relics and Rituals 1 & 2.
Dragonstar has some interesting ideas for magic and equipment.
Everquest has some interesting rules that you might look into, including a mana-based magic system.
Um... That's all I can think of at the moment.
Magius out.
 


The ley lines rules from BadAxe's Heroes of High Favor: Elves are rather good, to the point that they're definitely going into any future 3e game I run.
 

Four Color To Fantasy, with its gp deficit rules that allow to trade a gp deficit with power.

Tournament Fair and Taverns with the Degree of Success rule, that allow you to have chase scene with the monster behind the characters in a funny yet simple manner game-wise.

101 Arcane Spell Component from Philip J Reed, a knowledge arcana check DC is given to a number of component, beating this DC allow you to know how to use this component in the casting of a spell. Actually using it require one or more round added to the spellcasting, a spellcraft check (each component has its DC), and having the component (which has a gp cost).
 


I like the naval rules from Broadsides! Very accurate representation of the factors that go into sailing. More in-depth than most games need, but they give a great naval model.
 

I also like Hong's martial artist class and the classes and feats in Atlas' Nyambe setting.

They are very flexible in giving characters choices but thematically appropriate options in class powers.
 

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