Hello all!
Wulf: any updates on the GT magic document you were working on? ETA? Got my Visa ready...
HeapThaumaturgist: if I recall correctly, you were using some interesting variants on GT magic system, with a good dose of CoC D20 spells... Any new ideas on the subject (or if you care to repost your previous suggestions...)
Personally, having read the Black Company D20 book, Iron Heroes, Thieves' World Player's manual and Elements of Magic: Mythic Earth, I still come back to the GT magic system. The reason: simplicity, plus the availability of lots of standardized spells. Don't know 'bout your games, but a combat round takes long enough in my campaigns, without the wizard going: "I want to cast a spell, but I'm not sure yet what its gonna do... let's check the book..." I think the usefulness of EoM is that it allows you to design spells (in downtime) and allows you to calculate appropiate spell levels, which then integrates seamlessly into GT casting rules.
I'm looking to replace the default DnD magic system for my fantasy games, but somewhat less lethal than the standard GT setting ( I can hear Wulf sighing: Why do they ask for low magic, then want to bring it back to High magic???).
Here's what I'm thinking so far (for a relatively high magic fantasy setting, and using standard DnD rules, rather than GT for everything else, but spells):
Caster level increases at rate of 1 per level in spellcasting class, plus relevant ability score modifiers are added to casting rolls, to determine success. This creates a scenario where a spellcaster of, say 5th level, should be able to successfully cast 3rd level spells most of the time, as his regular DnD counterpart can.
Burn damage equals 1d6/ spell level of subdual damage, with burn resistance only modified by relevant ability score. Any excess damage after subdual= hp, comes off the character's hp as normal damage.
Starting spells and available spells solely as determined by the GM (as Wulf says, start with NO spells, and add to the list as desired)
I would add an additional XP cost to casting certain 'game breaking' spells (at least I consider them such), including most instantaneous travel, dimensional travel, and divination (scrying and mind reading) spells. This would discourage abuse of such things. We usually run into trouble with these in our campaigns. For metagame reasons, these should be limited to 'use only in dire need' (as is the most common literary device in the genre) as they seem to ruin well crafted plots most of the time. In game explanation could relate to the enormous energy expenditure required to cast these powerful magics.
I would also use Incantations, as per the Unearthed Arcana rules.
Comments? Suggestions? Flames? Fire away...
Wulf: any updates on the GT magic document you were working on? ETA? Got my Visa ready...

HeapThaumaturgist: if I recall correctly, you were using some interesting variants on GT magic system, with a good dose of CoC D20 spells... Any new ideas on the subject (or if you care to repost your previous suggestions...)
Personally, having read the Black Company D20 book, Iron Heroes, Thieves' World Player's manual and Elements of Magic: Mythic Earth, I still come back to the GT magic system. The reason: simplicity, plus the availability of lots of standardized spells. Don't know 'bout your games, but a combat round takes long enough in my campaigns, without the wizard going: "I want to cast a spell, but I'm not sure yet what its gonna do... let's check the book..." I think the usefulness of EoM is that it allows you to design spells (in downtime) and allows you to calculate appropiate spell levels, which then integrates seamlessly into GT casting rules.
I'm looking to replace the default DnD magic system for my fantasy games, but somewhat less lethal than the standard GT setting ( I can hear Wulf sighing: Why do they ask for low magic, then want to bring it back to High magic???).
Here's what I'm thinking so far (for a relatively high magic fantasy setting, and using standard DnD rules, rather than GT for everything else, but spells):
Caster level increases at rate of 1 per level in spellcasting class, plus relevant ability score modifiers are added to casting rolls, to determine success. This creates a scenario where a spellcaster of, say 5th level, should be able to successfully cast 3rd level spells most of the time, as his regular DnD counterpart can.
Burn damage equals 1d6/ spell level of subdual damage, with burn resistance only modified by relevant ability score. Any excess damage after subdual= hp, comes off the character's hp as normal damage.
Starting spells and available spells solely as determined by the GM (as Wulf says, start with NO spells, and add to the list as desired)
I would add an additional XP cost to casting certain 'game breaking' spells (at least I consider them such), including most instantaneous travel, dimensional travel, and divination (scrying and mind reading) spells. This would discourage abuse of such things. We usually run into trouble with these in our campaigns. For metagame reasons, these should be limited to 'use only in dire need' (as is the most common literary device in the genre) as they seem to ruin well crafted plots most of the time. In game explanation could relate to the enormous energy expenditure required to cast these powerful magics.
I would also use Incantations, as per the Unearthed Arcana rules.
Comments? Suggestions? Flames? Fire away...