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<blockquote data-quote="JustKim" data-source="post: 3183126" data-attributes="member: 5478"><p>Tome of Magic has three new systems. One is for binders, demonologists who summon and bind vestiges (forgotten entities) daily and gain a few unique powers from each. They get to be very versatile and have a host of powers later on that can be changed from day to day.</p><p>The second ToM system is for shadowcasters, which are just slightly tweaked wizards who cast new shadow/illusion based spells called mysteries. There are more options for customization, like learning more low-level mysteries in order to gain bonus feats, but mechanically the class is pretty weak.</p><p>The last system is for truenamers. Truenaming is a skill-based magic system, but it stays pretty close to home. Skill checks only really determine whether or not you can use an utterance, and the way the DCs scale is pretty ridiculous. I think the system is unusable, others disagree.</p><p></p><p>Magic of Incarnum combines two concepts, chakra and a flow of spiritual energy. Incarnum users tap into the spiritual flow to enhance powers bound to their chakra, and can eventually physically manifest those bound chakra for better effects, in exchange for not being able to wear a magic item in its slot.</p><p></p><p>Expanded Psionics Handbook changes psionics for the better. MAD is no longer an issue for psions, psionic attack and defense modes are now simply powers, and powers work much like spells. Instead of by level, powers scale by the number of power points you spend manifesting them, so even low-level powers can be competitive. It does have problems, namely that being able to scale every power with an expendable resource means psions are more powerful than wizards if there are few encounters in a day.</p></blockquote><p></p>
[QUOTE="JustKim, post: 3183126, member: 5478"] Tome of Magic has three new systems. One is for binders, demonologists who summon and bind vestiges (forgotten entities) daily and gain a few unique powers from each. They get to be very versatile and have a host of powers later on that can be changed from day to day. The second ToM system is for shadowcasters, which are just slightly tweaked wizards who cast new shadow/illusion based spells called mysteries. There are more options for customization, like learning more low-level mysteries in order to gain bonus feats, but mechanically the class is pretty weak. The last system is for truenamers. Truenaming is a skill-based magic system, but it stays pretty close to home. Skill checks only really determine whether or not you can use an utterance, and the way the DCs scale is pretty ridiculous. I think the system is unusable, others disagree. Magic of Incarnum combines two concepts, chakra and a flow of spiritual energy. Incarnum users tap into the spiritual flow to enhance powers bound to their chakra, and can eventually physically manifest those bound chakra for better effects, in exchange for not being able to wear a magic item in its slot. Expanded Psionics Handbook changes psionics for the better. MAD is no longer an issue for psions, psionic attack and defense modes are now simply powers, and powers work much like spells. Instead of by level, powers scale by the number of power points you spend manifesting them, so even low-level powers can be competitive. It does have problems, namely that being able to scale every power with an expendable resource means psions are more powerful than wizards if there are few encounters in a day. [/QUOTE]
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