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<blockquote data-quote="RangerWickett" data-source="post: 2707524" data-attributes="member: 63"><p>For those interested in <strong>Mythic Earth</strong>, you can read reviews <a href="http://www.enworld.org/reviews.php?do=product&productid=151405" target="_blank">here at EN World</a> and at RPGNow (reviews <a href="http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10382&src=EnWorld" target="_blank">1</a>, <a href="http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10347&src=EnWorld" target="_blank">2</a>, and <a href="http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10288&src=EnWorld" target="_blank">3</a>. You can buy it from the new <a href="http://www.enworld.org/shop/index.php?do=product&productid=101" target="_blank">EN World GameStore</a> (which I'd prefer because I get a larger percentage), or from <a href="http://www.rpgnow.com/product_info.php?products_id=5531&src=EnWorld" target="_blank">RPGNow</a> if you prefer to shop there.</p><p></p><p>I have actually never read Ars Magica. My inspiration came from the original Elements of Magic (by Matthew Blakely), Talislanta, and Japanese fighting anime. The last is because, it's not just what type of magic you use, but the style, that makes you cool. I wanted to give people the chance to personalize their magic.</p><p></p><p>As for converting from D&D to Mythic Earth, it's fairly easy if you're willing to accept that a single rulebook cannot cover every possible type of spell out there. You just need to be willing to eyeball spell levels. Basically, take the core D&D spell level, multiply by 2, and add from 0 to 4 depending on the spell, and you have the spell level in Mythic Earth. Some adjustment needs to be made because ME spellcasting is not limited by spells per day, so things like cure spells cost a good deal more.</p><p></p><p>The rules even say, if you can't figure out how to make a given spell effect from the options in the book, all you need to do is pick an appropriate skill, and have your GM set a spell level that he thinks is fair compared to other spells in the system. Do you want Evard's Black Tentacles? That spell is not easy to create in ME, but your GM could decide it's fair at level 11, meaning you'd need 11 ranks in the magical skill Summon to cast it safely.</p><p></p><p>I'm really thrilled by the support Mythic Earth has gotten in this thread.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2707524, member: 63"] For those interested in [b]Mythic Earth[/b], you can read reviews [url=http://www.enworld.org/reviews.php?do=product&productid=151405]here at EN World[/url] and at RPGNow (reviews [url=http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10382&src=EnWorld]1[/url], [url=http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10347&src=EnWorld]2[/url], and [url=http://www.rpgnow.com/product_reviews_info.php?products_id=5531&reviews_id=10288&src=EnWorld]3[/url]. You can buy it from the new [url=http://www.enworld.org/shop/index.php?do=product&productid=101]EN World GameStore[/url] (which I'd prefer because I get a larger percentage), or from [url=http://www.rpgnow.com/product_info.php?products_id=5531&src=EnWorld]RPGNow[/url] if you prefer to shop there. I have actually never read Ars Magica. My inspiration came from the original Elements of Magic (by Matthew Blakely), Talislanta, and Japanese fighting anime. The last is because, it's not just what type of magic you use, but the style, that makes you cool. I wanted to give people the chance to personalize their magic. As for converting from D&D to Mythic Earth, it's fairly easy if you're willing to accept that a single rulebook cannot cover every possible type of spell out there. You just need to be willing to eyeball spell levels. Basically, take the core D&D spell level, multiply by 2, and add from 0 to 4 depending on the spell, and you have the spell level in Mythic Earth. Some adjustment needs to be made because ME spellcasting is not limited by spells per day, so things like cure spells cost a good deal more. The rules even say, if you can't figure out how to make a given spell effect from the options in the book, all you need to do is pick an appropriate skill, and have your GM set a spell level that he thinks is fair compared to other spells in the system. Do you want Evard's Black Tentacles? That spell is not easy to create in ME, but your GM could decide it's fair at level 11, meaning you'd need 11 ranks in the magical skill Summon to cast it safely. I'm really thrilled by the support Mythic Earth has gotten in this thread. [/QUOTE]
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