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<blockquote data-quote="RangerWickett" data-source="post: 2794711" data-attributes="member: 63"><p>The original EOM took existing spells and placed them in spell lists, so that you might have Evoke Fire which went 1 - burning hands, 2 - flaming sphere, 3 - fireball, etc.</p><p></p><p>The revised EOM is <em>very</em> different. I'll explain it below, but heck, don't take my word for it. Read some <a href="http://www.enworld.org/reviews.php?do=product&productid=119280" target="_blank">reviews</a>.</p><p></p><p>Some of the terminology is the same, but the system is designed to let you build spells from individual components. Different effects have specific costs in spell levels, and each spell level costs 1 MP (magic point) to cast. The amount of MP you have depends on your level. Also, as you level you choose which types of spells you have access to.</p><p></p><p>For instance, you might be 7th level, and thus be able to cast spells of up to 7 MP. If you were a combat heavy mage, you might have a lot of Evoke spells - Evoke Shadow, Evoke Lightning, Evoke Force - each of which would give you different effects you could purchase with MP. You might also have a good understanding of illusion magic, and have some Illusion spells - Illusion Light, Illusion Sound, Illusion Life.</p><p></p><p>Say you want to cast a spell that just fires a bolt of lightning, dealing 5d6 damage to creatures in a 5-ft. wide line, 150-ft. long. Easy. That's Evoke Lightning 4/Gen 3 -- meaning you have 4 levels of Evoke Lightning effects, and 3 of general enhancements (which can be used for any spell). The total spell level is 7, and when you cast it, you spend 7 MP.</p><p></p><p>Say instead you want a 10-ft. sphere of dark energy that extinguishes light and pulses with black lightning that stuns those trapped inside, dealing 3d6 damage at a range of 30 ft. That's Evoke Lightning 2/Evoke Shadow 3/Gen 2, another 7th level spell.</p><p></p><p>Say you want to create a persistent field of disruptive energy inside a 20-ft. deep pit, but you want to lure people in. The spell lasts for 1 minute, does 1d6 force damage per round, and makes the area around the pit look like it's actually safe ground. That's Evoke Force 4/Illusion Light 1/Gen 2.</p><p></p><p>What if you want to create an illusion of yourself to lead foes on a chase away from you. That could be Illusion Light 3/Illusion Sound 1/Illusion Life 1/Gen 2. The spell would last a minute, and could travel up to 150 ft. from you, and would react convincingly within a small range of parameters - namely to run away.</p><p></p><p> </p><p></p><p>So yeah, it's a freeform magic system. There are some kinks in it, which I mostly fixed when I wrote <em>Elements of Magic - Mythic Earth</em>. The thing is, ME is primarily written to handle earthly-style magic, and thus it's got a strong d20 Modern focus. It has guidelines to make it work in D&D, and honestly I feel it's a smoother system than EOM-R, but it doesn't have the same number of crunchy bits like pre-made magic items. EOM-R is more D&D style magic. EOM-ME works better for games where the GM doesn't mind adjudicating stuff on the fly.</p><p></p><p>If you have any questions, please feel free to ask. Cyberzombie (author of the original EOM) had a great idea to open up magic, and I saw potential for even more and ran with it. If you think EOM still isn't what you're looking for, tell me more about what you want, because I'll probably want to write something to handle it. One of my players used to say I didn't run D&D; I ran "Spellcasters are Cool."</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2794711, member: 63"] The original EOM took existing spells and placed them in spell lists, so that you might have Evoke Fire which went 1 - burning hands, 2 - flaming sphere, 3 - fireball, etc. The revised EOM is [i]very[/i] different. I'll explain it below, but heck, don't take my word for it. Read some [url=http://www.enworld.org/reviews.php?do=product&productid=119280]reviews[/url]. Some of the terminology is the same, but the system is designed to let you build spells from individual components. Different effects have specific costs in spell levels, and each spell level costs 1 MP (magic point) to cast. The amount of MP you have depends on your level. Also, as you level you choose which types of spells you have access to. For instance, you might be 7th level, and thus be able to cast spells of up to 7 MP. If you were a combat heavy mage, you might have a lot of Evoke spells - Evoke Shadow, Evoke Lightning, Evoke Force - each of which would give you different effects you could purchase with MP. You might also have a good understanding of illusion magic, and have some Illusion spells - Illusion Light, Illusion Sound, Illusion Life. Say you want to cast a spell that just fires a bolt of lightning, dealing 5d6 damage to creatures in a 5-ft. wide line, 150-ft. long. Easy. That's Evoke Lightning 4/Gen 3 -- meaning you have 4 levels of Evoke Lightning effects, and 3 of general enhancements (which can be used for any spell). The total spell level is 7, and when you cast it, you spend 7 MP. Say instead you want a 10-ft. sphere of dark energy that extinguishes light and pulses with black lightning that stuns those trapped inside, dealing 3d6 damage at a range of 30 ft. That's Evoke Lightning 2/Evoke Shadow 3/Gen 2, another 7th level spell. Say you want to create a persistent field of disruptive energy inside a 20-ft. deep pit, but you want to lure people in. The spell lasts for 1 minute, does 1d6 force damage per round, and makes the area around the pit look like it's actually safe ground. That's Evoke Force 4/Illusion Light 1/Gen 2. What if you want to create an illusion of yourself to lead foes on a chase away from you. That could be Illusion Light 3/Illusion Sound 1/Illusion Life 1/Gen 2. The spell would last a minute, and could travel up to 150 ft. from you, and would react convincingly within a small range of parameters - namely to run away. So yeah, it's a freeform magic system. There are some kinks in it, which I mostly fixed when I wrote [i]Elements of Magic - Mythic Earth[/i]. The thing is, ME is primarily written to handle earthly-style magic, and thus it's got a strong d20 Modern focus. It has guidelines to make it work in D&D, and honestly I feel it's a smoother system than EOM-R, but it doesn't have the same number of crunchy bits like pre-made magic items. EOM-R is more D&D style magic. EOM-ME works better for games where the GM doesn't mind adjudicating stuff on the fly. If you have any questions, please feel free to ask. Cyberzombie (author of the original EOM) had a great idea to open up magic, and I saw potential for even more and ran with it. If you think EOM still isn't what you're looking for, tell me more about what you want, because I'll probably want to write something to handle it. One of my players used to say I didn't run D&D; I ran "Spellcasters are Cool." [/QUOTE]
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