Let's summarize the various d20 magic systems up there

GR's Psychic's Handbook

This system is also included in Green Ronin's Advanced Player Manual

Psychic power is represented by feats, which in turn provide acces to psychic skills. The Psychic class is the main user of these skills, however others can a psychic skill through the Wild Talent feat.

The skills are wide ranging in terms of there psionic-like and magic-like affects. To use a skill may require succeeding against a fixed DC: "Illusion affects all senses" is DC 20, or the impact of the skill may depend on the result of the roll: A result of 15-24 on a Life drain check allows you to drain 2d4 hit points from the target. Checks are modified for "familiarity" with the target--which replaces range. Hence it possible to use these skills on targets you know well, but could be very far away.

Using these skills also causes strain, which is normally non-lethal damage. Creating that DC20 Illusion causes 4 points of non-lethal damage.

The psychic also has access to feats that allow new or more effective use of psychic skills, in addition to the feats that enable psychich skill use. The handbook (and Manual) also details "advanced psychic techniques" like telekinetically weilding weapons.
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From what I have seen, there is similarity between this Green Ronin system, and the ones found in the Black Company and Blue Rose. Though since I don't have those products, I cannot tell how much of the difference is style, and how much is substance
 

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Should we start a second thread for alternate psionic systems as well, or should they just be folded into alt.magic?
 




Deadlands/HOE spell casting system

A spellcaster got a certain amount of spell points per level.
Each spell had a cost relative to its level.
The spell caster made a skill roll relative to the spells level.
If successful the spell went off, if it failed, backlash was nasty.
 




Von Ether said:
There was also a point-based spell system in Sovergin Stone, but I don't remember the details.

I don't have my books with me, but it went something like this:

Every spell has a Casting Threshold-A number of points needed to complete a spell once you start casting it. You have a Spell Bonus (I think thats what it's called) similar to your Attack Bonus. To cast a spell, you roll 1D20 + your Spell Bonus. If it is higher than the Casting Threshold you have cast the spell. If your roll is lower, record what your roll was, and next round you roll again, adding your total from the first round. Do this every round until the total is higher than the Casting Threshold, at which point the spell is cast.

I forget the mechanic for it, but there is a chance each round that you are casting a spell that you will muck it up and lose the spell (and take sub-dual damage IIRC).

It makes for interesting play because you can never be sure exactly when a spell will go off. Should you charge the mage, hoping to get to him before he finishes casting? Should you take cover before the spell goes off?

As far as I remember, you can cast any spell you know as many times as you want-no daily limits.
 

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