Magic systems you'd recommend

What magic system would you recommend for a d20 game?

  • Standard D&D (Fire-and-forget/preparation/etc.)

    Votes: 10 38.5%
  • WoT

    Votes: 2 7.7%
  • d20 Sovereign Stone

    Votes: 5 19.2%
  • d20 Fading Suns

    Votes: 0 0.0%
  • WotC Psionics (which really is kind of another magic system)

    Votes: 3 11.5%
  • d20 CoC

    Votes: 4 15.4%
  • Other (because I obviously don't know everything that's out there.)

    Votes: 2 7.7%


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I voted for Sovereign Stone. I really like the system a lot.

While few PCs will play a Void Mage, all of the other elemental casters (with the possible exception of Water) are great choices that really add to a party.

The ability to cast as often as you dare -- considering that passing out leaves you very vulnerable to Coup De Grace -- makes mages a great deal more equitable at the initial levels.

The only problem I have with the entire system is that some of the spells are spells that will never get used, while other spells are nearly "must have". This is true in any system, but in a game where your spell choices at first level will influence the entire life of the character, that can be a real problem.
 


You can never go wrong with CoC. It makes magical a risk and brings in the element of uncertainity.
Agreed. Further, it has some unforeseen positive consequences. Wizards become scholars (Experts) who actually know everything, like Gandalf or Merlin. Wizards may have access to great magics, but they only use them when in dire need, fitting the genre. Powerful wizards often go mad, explaining why we might have magical labyrinths full of traps, extraplanar creatures, and great treasure.

You may need to scale down the Sanity costs, introduce a Spellcraft roll to avoid/reduce the Sanity costs, or increase Sanity "healing" if you want a slightly higher-magic game.
 


Oi! I guess I should answer my own question!

I really like the Sovereign Stone d20 magic system. Why?

1) More flexible than the standard D&D method.

2) Less book keeping than a spell point system (for the most part).

3) Fits my internal "concept" of spell casting: causes you to become fatigued if you over extend yourself. "Evil" magics can be deadly to both caster and target alike, unless the evil mage is skilled.

4) The more skilled the mage, the faster the casting and the more deadly the spell that can be cast reliably.

There are some drawbacks, of course:

1) It does require more bookkeeping than "default" D&D.

2) Spellcasting times are longer than "default" D&D.
 

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