Let's summarize the various d20 magic systems up there


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Riddle of Steel had an interesting spell casting variant, though it was a 10 sided dice game it wouldn't be that hard to transfer over if you felt like IMO. Basically you only got magic if you were the right race, either elven or some kind of mixed blood. After that you chose a small group of cantrips and you would then mix and match the effects to get the end result you wanted. So if you wanted to heal someone you would have a high level in scrying (so you could see the damage) and a low level in transmutation and conjuration (to summon bits and pieces and "plug" them into the body) It was odd but it was easier to destroy someone by teleporting them and just not bringing their atoms back together then it was to light them on fire but it was fun. :)
The spellcheck worked by giving each character a certain amount of spellcasting dice that he would roll on two seperate checks. One was to see if you succeeded casting the spell, the other was to resist aging. You could split your dice anyway you wanted but if you failed your aging roll you would invariably age several months and probably fall unconscious from the sudden strain. This is also why elves (who were immortal) got old. They weren't necessarily older, they were just more foolish with their magic. It was a fun system that I'm tempted to work over into a d20 game sometime. Just give a set amount of bonuses that they have to split between the two rolls instead of the dice. :D
 

warlord said:
Talislanta d20 will have a d20 version of the original Talislanta magic system when it comes out.

Yes. Each order (style of magic such as witchcraft or wizardry) requires a feat. Each mode (type of spell such as attack, defense, movement, etc.) is a skill. Each mode skill is unique to each order, so a magic user with multiple orders can have multiple versions of the attack mode for instance. A magic user knows a set number of spells (this differs from Tal4, but was changed because the original creator felt it better fit his vision of the setting). Each spell is built with a set of guidelines that in turn result in a DC for the mode skill check. A caster has the option of varying the spell's parameters at a much higher DC before casting. Beating the spell's DC by 10 or more results in a critical success (one of the spell's variables is doubled; player's choice). Missing the DC by 10 or more results in a mishap (GM's call on results). Each additional spell cast per day results in a cumulative -1 penalty to further casting checks.
 

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