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Elements of Magic - Mythic Earth...

Eternal,

I can honestly say beyond a shadow of a doubt that the best freeform magic system for D20 Modern is E.N. Publishing's own Elements of Magic - Mythic Earth. It is truly a godsend, in my eyes. The system is easy to learn and use, and the Tradition feat concept gives you so much diversity and flavor. It is definitely worth your looking at. The four reviews on it are split evenly between 4s and 5s, so you know it's got to be high quality good stuff.

Also, it looks like it will work quite well with Grim Tales. :)

Hope this helps,
Flynn
 

Elements of Magic: Mythic Earth, from E.N. World Publishing.

It's a simple and flexible skill-based system. Plus, the system of tradition feats gives you a huge amount of control over the flavor elements of spellcasting.

Edit:
Damn You Flynn! Damn You and your speedy response time! Someday you'll get yours!
 
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I've not had a chance to check out mythic earth, but most of my spellcasting systems are a fairly straight adjustment from the incantations presented in Modern Arcana and the Feat and Skill system used in Green Ronin's Psychic's Handbook.
 

I'm working on a magic system for the alternate-d20 Universal Decay system. It is not "d20Modern", but conversion should be simple enough.

The idea is that all magic is based on the skillful manipulation of magical energy (Mana) in accordance with practiced areas of endeavor (Spellcasting Feats). The use of these elements is needed to "cast a spell", but there are no wrote spells like in D&D and d20Modern.

All spells are cast using the Spellcraft skill, and share a few common characteristics (casting time, duration, range, ect). Each Spellcasting feat has a few cahracteristic alterations for spells cast using it, as well as what skill it is linked to and a small list of effects that it can be used to generate (with approriate Mana costs). The saving throw DC of the spell is based directly on its Mana cost and linked skill's ability modifier, with the amount eh save is failed by determinign how strong the effect is (up to the amount paid for). You can alter a characteristic up or down one or more steps by mdoifying the spell's Mana Cost and Spellcraft skill check apropriately.

The Spellcraft check DC is based flatly on the amount of Mana spent on a spell, but you are limited in how much Mana you can spend on any spell to an amount equal to that spell's linked skill ranks + linked ability score modifier. Only a few skills are used for linked skills, so there is no need to worry about "skill tree waste". In addition to this, every 5 ranks in a linked skill gives a +2 bonus on Spellcraft checks to cast spells from that skill's Spellcasting feats.

Characters generate an amount of Mana every day equal to their Character Level when they wake up, and can contain an amount equal to their CL x Spellcraft ranks. Rituals and talismans can also be used to accelerate Mana regeneration or gain free Mana from the area to offset the costs of spells (this is why material components are so often used: free Mana!)

This allows for a very different style of spellcaster than typical d20 games, since all a character needs to effectively get an entire "chain" of D&D-style spells (and several related spells) is one feat. Characters do not rely on wrote memorization for spells since they are all now effectively "spontaneous casters", but having a particular spell written down for reference is STILL handy since it provides a Spellcraft bonus when using it during a casting ;)

So far I have had a very posative result using this system.
 


Haven't had the chance to use it yet, but I also recommend Elements of Magic: Mythic Earth. I was about to come up with my own system when I found this one. RangerWickett's done a top-notch job of creating a usable, flexible, and customizable freeform magic system. I'll be using it in my d20 Modern games.

I'm in the process of modifying it to replace the default magic system in Iron Heroes. I'll keep you posted.
 



It was designed for the d20 modern system. It uses a feat/skill based system, so you can use magic even if you're only using the base classes. And like d20 Modern, it's extremely flexible. Out of the box, it can be used to emulate 32 different magical traditions. And adding more is as easy as coming up with new tradition feats.
 

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