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<blockquote data-quote="RangerWickett" data-source="post: 1354851" data-attributes="member: 63"><p>Here is a long reply to a long question. And there are more to come.</p><p></p><p>-Where is the statement, that you can't combine different cantrips at no cost? Deleted? </p><p><span style="color: orange">Perhaps. It should be in there. It will be in the final version.</span></p><p></p><p>-One thing that isn't clear to me: If one casts a spell with a cone effect and chooses to use the maximum range as starting point, does the cone extend of the range or just vanish?</p><p><span style="color: orange">Well, there are two things you can do. Usually you just buy a range for a cone, and the spell starts somewhere within 5 ft. of you and extends like any normal cone. However, if you buy both a normal range and a cone, such as, say, a 30-ft. range and a 150-ft. cone, you can have the cone start at any point within 30 ft., and point any direction.</span></p><p></p><p>-Is the option of extending of spells with a duration of one day in the full version mentioned? Are other durations also extendable?</p><p><span style="color: orange">No spell lasts longer than a day. The exceptions are magic items (which cost XP), create spells that create things that are eaten or forged or whatever, and contingency spells that can lay in wait for up to a week, but whose effects still have a duration of a day or less. There is no such thing as the Extend Spell feat.</span></p><p></p><p>-"No effects provide Nature Resistance, however." How then can someone protect himself against Evoke Nature?</p><p><span style="color: orange">Damage reduction. Evoke Nature does normal, physical damage, which can be resisted with DR. There's no energy involved.</span></p><p></p><p>-"Armor Class, [Alignment]. The spell provides AC against attacks made by creatures of the appropriate alignment." "Armor Class, [Creature/Element]. The spell provides AC against natural unarmed attacks made by creatures of the appropriate type/elemental descriptor." Why the difference between these efects? Doesn't the AC-bonus count in the latter case, if someone uses the attack roll option of Evoke [Element]?</p><p><span style="color: orange">Abjure Element should be revised so that the AC protects against all natural attacks by the creature, which includes things like beholder eye rays. It does not protect against ray of death spells that characters cast, nor does it protect against sword attacks, bows, etc. The difference is because Abjure Evil only protects against things that are EVIL, as in demons, evil clerics, etc. People who are simply normal folks that are Neutral Evil don't count as evil for that purpose.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange">If we just let Abjure Humanoid protect against all attacks by humanoids, it'd be <em>far</em> too good. Abjure [Alignment] is generally much more limited, and so its protection extends to more things.</span></p><p></p><p>-"Saving Throw, [Alignment]. The spell provides a saving throw bonus against spells, attacks, and abilities from creatures of the appropriate alignment. It also applies against spells and spell-like abilities of the appropriate alignment." Which effects with an appropriate alignment descriptor aren't affected? Don't count a holy sword or other objects with alignment like axiomatic or chaotic weapons? Wouldn't be the following wording easier to understand? "Saving Throw, [Alignment]. The spell provides a bonus against spells and spell-like abilities of the appropriate alignment. It also applies to all saving throws caused by effects from creatures of the appropriate alignment." Which saving throw causing attack wouldn't be called an alignment effect, too? Except the massage damage rule and special weapon properties (Disruption, Thundering) I don't recall such a thing.</p><p><span style="color: orange">Good point. That wording is a bit clearer.</span></p><p></p><p> "Saving Throw, [Element]. The spell provides a saving throw bonus against natural extraordinary, spell-like, and supernatural abilities from creatures with the appropriate elemental descriptor. It also applies to saves against spells and spell-like abilities of the appropriate element." is similar. Which ability is neither natural, extraordinary, spell-like, and supernatural? Seems to cover all cases. Are attacks included? My wording suggestion: "Saving Throw, [Element]. The spell provides a saving throw bonus against spells and spell-like abilities of the appropriate element. It also applies to saves against all abilities (including attacks?) from creatures with the appropriate elemental descriptor."</p><p><span style="color: orange">I'll have to re-examine the wording after I reread the Abjure section a bit more closely. As is, though, it only protects against those abilities which are natural to the creature. Thus Abjure Death will give you saving throw bonus against a Bozak's death attack, but not against a lich's spells, because the spells aren't a natural aspect of the creature; they're skill-based. </span></p><p></p><p>BTW, how are the Alignment descriptors assigned to creatures? The ones with a subtype [Chaotic/Lawful/Good/Evil] maintain theirs, but what about creatures with only one alignment subtype or even none? Becomes everyone at least [Balanced] or [Balanced/(choose one) Chaotic/Lawful/Good/Evil]?</p><p><span style="color: orange">That's one part I hadn't written up in the rules, yet, but basically you only qualify as good or evil or lawful or chaotic if you have that descriptor (such as for Outsiders) or if you are a spellcaster aligned to a powerful entity of that alignment. Everything else is neutral. Since the default of EOM is that magic is not necessarily given from the gods directly, few PCs or non-monstrous NPCs will have an alignment descriptor. But this is one of the areas we talk about in the GM advice section, suggesting you decide what exactly qualifies.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange">By the way, you've now encouraged me to add Infuse [alignment] back in. I couldn't think of much for it to do, but now it will help make people susceptible to spells that affect that alignment. Of course, only an evil person would use Infuse Good on an enemy just so they can Evoke Evil against them; a good person will generally not want to dabble in dark arts.</span></p><p></p><p>-"Telepathic Domination (7 MP). For the spell’s duration, you may command the creature whenever you want from any distance, with any level of complexity." Also from other planes?</p><p><span style="color: orange">No.</span></p><p></p><p>-"Create Air: When you create air, you can choose its temperature, between extremes of -40 and 150 degrees." Celcius or Fahrenheit?</p><p><span style="color: orange">Sorry, I'm Amero-centric. I'll clarify that it's Farenheit (sp?).</span></p><p></p><p>-"Alternately, if you target creatures directly (or if you target an object that needs air, like a fire), the spell will provide fresh air for them." This allows to put a fire into air-tight box, doesn't it? But the fire won't burn immersed in water, I think one has to use Move Water for breathing.</p><p><span style="color: orange">That's an odd question. I personally would rule that, in calm waters, you could submerge a torch or something similar affected with Create Air, and have the fire keep burning. In any strong current, though, the water would act like rain or strong winds, and could put out the flame.</span></p><p></p><p>-"Evoke Death spells that allow saving throws for half damage require Fortitude saves instead of Reflex saves." Is this only for simple spells or also for complex spells? If the latter, are the saving throws for other elements also fortitude saves? The same issue for Evoke Life.</p><p><span style="color: orange">If I cast Evoke Fire 3/Evoke Death 3/Gen 1 and target you with a spell that does 4d6 fire and 3d6 death, you make a Reflex save against the fire, and a Fort save against the death.</span></p><p></p><p>-"Putrify Food (1 die). Can make up to four pounds of food toxic to eat for creatures of the appropriate elemental type or alignment, riddling it with parasites and diseases." How is the appropriate element or alignment determined?</p><p><span style="color: orange">Oops, that's a typo, from when I copy/pasted Purify Food from Heal. It's been revised a bit more in the full version, but most food counts as a 'nature' object.</span></p><p></p><p>-"All Evoke spells deal a base of 1d6 points of damage." I see that the damage cap has been removed. Does a spell Evoke [every Element] 0/Evoke [every Aligment] 0/Gen 0 27d6 damage with no cost or at least 1 MP?</p><p><span style="color: orange">The old adage is, if it looks too good to be true, it probably is. No, you can't cast Evoke Everything 0 for 27d6 damage (anyway, the good damage wouldn't hurt any good targets, and same for other alignments, so it'd be more like 25d6). You do have to spend at least 1 MP per spell list, unless it's a simple spell.</span></p><p></p><p>-"Enduring Curing (varies). ... You may choose this enhancement multiple times to cure damage more quickly." Do multiple castings stack? One answer from you in this thread implies that they do.</p><p><span style="color: orange">Yes, multiple castings stack.</span></p><p></p><p>-I don't find the possibility to use Heal Fire on creatures Infused with Fire.</p><p><span style="color: orange">It's a part that wasn't done yet on Infuse, so we didn't include it in the teaser. But yeah, that's an option.</span></p><p></p><p>-Move Air: "No Fall allows the creature to travel in a straight horizontal line in mid-air, and downward at any angle, but not upward." Which speed is allowed for the creature? The base speed?</p><p><span style="color: orange">Yes, base speed as usual.</span></p><p></p><p>-Move Death: "If a creature or object is stilled, it cannot move or be moved from its position at all." I think, you wanted to use "anchored" instead "stilled" at this last sentence.</p><p><span style="color: orange">Yes, another typo.</span></p><p></p><p>-Move Earth: What happens, if you are still inside solid matter when the spell expires?</p><p><span style="color: orange">Ah, the joys of covering all your bases. It'd be like the core spells that do similar things; you get shunted out, taking 1d6 damage for every 10 ft.</span></p><p></p><p>-Move Fire: Can the creature control the path it uses? Or has it to collide which wahtever standing in its way?</p><p><span style="color: orange">You just move faster, not out of control. There's no drawback.</span></p><p></p><p>-Is summoned creature really dead, if killed, or can it be summoned again after 24 hours?</p><p><span style="color: orange">That's up to you and your GM to decide, based on your world. If you summon specific creatures, then I'd suggest yes, a summoned creature that dies is dead, though if you choose a specific creature, it gets a save to resist. If you just conjure up some monster out of the aether, it doesn't really matter.</span></p><p></p><p>-Transform Creature: Can you simply change yourself into a creature with a template? For example giving yourself the Winged template?</p><p><span style="color: orange">I didn't know there was a winged template. But yeah, for about 1 MP you could turn yourself into a flying human for a minute.</span></p><p> </p><p>"When a creature changes form, it keeps its own hit points and Constitution score, but it gains the new form’s Strength, Dexterity, movement abilities, natural armor, and innate natural, extraordinary, spell-like, and supernatural abilities." Isn't it unbalancing, if a party member is changed into a golem with magical immunity? And why isn't the Constitution score changed, too? For balance reasons? Or can that be at least an enhancement?</p><p><span style="color: orange">Con doesn't change just because, if we did have it change, we couldn't let it change your hit points, or that'd be incredibly broken. We could have let your Con change but then your hit points don't, but I always found that aspect of polymorph a little clunky. As for turning into a golem, I don't know the MP costs off hand, but it's horrendously expensive to get something as strong as a golem. Plus, the GM can always veto things that seem blatanly overpowered.</span></p><p> </p><p>Animate enhancement: "If this enhancement is chosen for a transformation of one creature into another, the transformed creature must make a Will save (same DC as the rest of the spell) or have its mind change so that it acts like the new creature. This cannot raise ability scores above 10." Are the ability scores otherwise retained? Has a man turned into dog an Intelligence score of 2 or his own?</p><p><span style="color: orange">If a man is turned into a dog, and he fails his Will save, his Intelligence, Wisdom, and Charisma change to that of a dog, lowering if a dog's score is lower (like a 2 Intelligence) and increasing if the dog's is higher, unless the increase would go above 10, in which case it just goes up to 10. So if David the wizard (Int 20, Wis 6) was turned into a dog, he'd end up with a 2 Int, 10 Wis.</span></p><p></p><p>-BTW, did you check the Epic rules out? It has been released as Open Content last week.</p><p><span style="color: orange">Dude, the book is <em>done</em>. I can release epic rules some time later. Sorry man, but I'm running out of steam, and the spell seed system hurts my head.</span></p><p></p><p>-Can I have a current copy, too? And have I really to <em>buy</em> the release version? I thought it would be released for free.</p><p><span style="color: orange">The teaser is released for free, and the teaser is enough to play the system, though you don't get the full depth of abilities that are in the actual book. As for handing out copies, I won't be sending out any more. I don't want a half-dozen different versions floating around with minor typos and unedited things all over the place. The next version you see will be the full release.</span></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1354851, member: 63"] Here is a long reply to a long question. And there are more to come. -Where is the statement, that you can't combine different cantrips at no cost? Deleted? [color=orange]Perhaps. It should be in there. It will be in the final version.[/color] -One thing that isn't clear to me: If one casts a spell with a cone effect and chooses to use the maximum range as starting point, does the cone extend of the range or just vanish? [color=orange]Well, there are two things you can do. Usually you just buy a range for a cone, and the spell starts somewhere within 5 ft. of you and extends like any normal cone. However, if you buy both a normal range and a cone, such as, say, a 30-ft. range and a 150-ft. cone, you can have the cone start at any point within 30 ft., and point any direction.[/color] -Is the option of extending of spells with a duration of one day in the full version mentioned? Are other durations also extendable? [color=orange]No spell lasts longer than a day. The exceptions are magic items (which cost XP), create spells that create things that are eaten or forged or whatever, and contingency spells that can lay in wait for up to a week, but whose effects still have a duration of a day or less. There is no such thing as the Extend Spell feat.[/color] -"No effects provide Nature Resistance, however." How then can someone protect himself against Evoke Nature? [color=orange]Damage reduction. Evoke Nature does normal, physical damage, which can be resisted with DR. There's no energy involved.[/color] -"Armor Class, [Alignment]. The spell provides AC against attacks made by creatures of the appropriate alignment." "Armor Class, [Creature/Element]. The spell provides AC against natural unarmed attacks made by creatures of the appropriate type/elemental descriptor." Why the difference between these efects? Doesn't the AC-bonus count in the latter case, if someone uses the attack roll option of Evoke [Element]? [color=orange]Abjure Element should be revised so that the AC protects against all natural attacks by the creature, which includes things like beholder eye rays. It does not protect against ray of death spells that characters cast, nor does it protect against sword attacks, bows, etc. The difference is because Abjure Evil only protects against things that are EVIL, as in demons, evil clerics, etc. People who are simply normal folks that are Neutral Evil don't count as evil for that purpose. If we just let Abjure Humanoid protect against all attacks by humanoids, it'd be [i]far[/i] too good. Abjure [Alignment] is generally much more limited, and so its protection extends to more things.[/color] -"Saving Throw, [Alignment]. The spell provides a saving throw bonus against spells, attacks, and abilities from creatures of the appropriate alignment. It also applies against spells and spell-like abilities of the appropriate alignment." Which effects with an appropriate alignment descriptor aren't affected? Don't count a holy sword or other objects with alignment like axiomatic or chaotic weapons? Wouldn't be the following wording easier to understand? "Saving Throw, [Alignment]. The spell provides a bonus against spells and spell-like abilities of the appropriate alignment. It also applies to all saving throws caused by effects from creatures of the appropriate alignment." Which saving throw causing attack wouldn't be called an alignment effect, too? Except the massage damage rule and special weapon properties (Disruption, Thundering) I don't recall such a thing. [color=orange]Good point. That wording is a bit clearer.[/color] "Saving Throw, [Element]. The spell provides a saving throw bonus against natural extraordinary, spell-like, and supernatural abilities from creatures with the appropriate elemental descriptor. It also applies to saves against spells and spell-like abilities of the appropriate element." is similar. Which ability is neither natural, extraordinary, spell-like, and supernatural? Seems to cover all cases. Are attacks included? My wording suggestion: "Saving Throw, [Element]. The spell provides a saving throw bonus against spells and spell-like abilities of the appropriate element. It also applies to saves against all abilities (including attacks?) from creatures with the appropriate elemental descriptor." [color=orange]I'll have to re-examine the wording after I reread the Abjure section a bit more closely. As is, though, it only protects against those abilities which are natural to the creature. Thus Abjure Death will give you saving throw bonus against a Bozak's death attack, but not against a lich's spells, because the spells aren't a natural aspect of the creature; they're skill-based. [/color] BTW, how are the Alignment descriptors assigned to creatures? The ones with a subtype [Chaotic/Lawful/Good/Evil] maintain theirs, but what about creatures with only one alignment subtype or even none? Becomes everyone at least [Balanced] or [Balanced/(choose one) Chaotic/Lawful/Good/Evil]? [color=orange]That's one part I hadn't written up in the rules, yet, but basically you only qualify as good or evil or lawful or chaotic if you have that descriptor (such as for Outsiders) or if you are a spellcaster aligned to a powerful entity of that alignment. Everything else is neutral. Since the default of EOM is that magic is not necessarily given from the gods directly, few PCs or non-monstrous NPCs will have an alignment descriptor. But this is one of the areas we talk about in the GM advice section, suggesting you decide what exactly qualifies. By the way, you've now encouraged me to add Infuse [alignment] back in. I couldn't think of much for it to do, but now it will help make people susceptible to spells that affect that alignment. Of course, only an evil person would use Infuse Good on an enemy just so they can Evoke Evil against them; a good person will generally not want to dabble in dark arts.[/color] -"Telepathic Domination (7 MP). For the spell’s duration, you may command the creature whenever you want from any distance, with any level of complexity." Also from other planes? [color=orange]No.[/color] -"Create Air: When you create air, you can choose its temperature, between extremes of -40 and 150 degrees." Celcius or Fahrenheit? [color=orange]Sorry, I'm Amero-centric. I'll clarify that it's Farenheit (sp?).[/color] -"Alternately, if you target creatures directly (or if you target an object that needs air, like a fire), the spell will provide fresh air for them." This allows to put a fire into air-tight box, doesn't it? But the fire won't burn immersed in water, I think one has to use Move Water for breathing. [color=orange]That's an odd question. I personally would rule that, in calm waters, you could submerge a torch or something similar affected with Create Air, and have the fire keep burning. In any strong current, though, the water would act like rain or strong winds, and could put out the flame.[/color] -"Evoke Death spells that allow saving throws for half damage require Fortitude saves instead of Reflex saves." Is this only for simple spells or also for complex spells? If the latter, are the saving throws for other elements also fortitude saves? The same issue for Evoke Life. [color=orange]If I cast Evoke Fire 3/Evoke Death 3/Gen 1 and target you with a spell that does 4d6 fire and 3d6 death, you make a Reflex save against the fire, and a Fort save against the death.[/color] -"Putrify Food (1 die). Can make up to four pounds of food toxic to eat for creatures of the appropriate elemental type or alignment, riddling it with parasites and diseases." How is the appropriate element or alignment determined? [color=orange]Oops, that's a typo, from when I copy/pasted Purify Food from Heal. It's been revised a bit more in the full version, but most food counts as a 'nature' object.[/color] -"All Evoke spells deal a base of 1d6 points of damage." I see that the damage cap has been removed. Does a spell Evoke [every Element] 0/Evoke [every Aligment] 0/Gen 0 27d6 damage with no cost or at least 1 MP? [color=orange]The old adage is, if it looks too good to be true, it probably is. No, you can't cast Evoke Everything 0 for 27d6 damage (anyway, the good damage wouldn't hurt any good targets, and same for other alignments, so it'd be more like 25d6). You do have to spend at least 1 MP per spell list, unless it's a simple spell.[/color] -"Enduring Curing (varies). ... You may choose this enhancement multiple times to cure damage more quickly." Do multiple castings stack? One answer from you in this thread implies that they do. [color=orange]Yes, multiple castings stack.[/color] -I don't find the possibility to use Heal Fire on creatures Infused with Fire. [color=orange]It's a part that wasn't done yet on Infuse, so we didn't include it in the teaser. But yeah, that's an option.[/color] -Move Air: "No Fall allows the creature to travel in a straight horizontal line in mid-air, and downward at any angle, but not upward." Which speed is allowed for the creature? The base speed? [color=orange]Yes, base speed as usual.[/color] -Move Death: "If a creature or object is stilled, it cannot move or be moved from its position at all." I think, you wanted to use "anchored" instead "stilled" at this last sentence. [color=orange]Yes, another typo.[/color] -Move Earth: What happens, if you are still inside solid matter when the spell expires? [color=orange]Ah, the joys of covering all your bases. It'd be like the core spells that do similar things; you get shunted out, taking 1d6 damage for every 10 ft.[/color] -Move Fire: Can the creature control the path it uses? Or has it to collide which wahtever standing in its way? [color=orange]You just move faster, not out of control. There's no drawback.[/color] -Is summoned creature really dead, if killed, or can it be summoned again after 24 hours? [color=orange]That's up to you and your GM to decide, based on your world. If you summon specific creatures, then I'd suggest yes, a summoned creature that dies is dead, though if you choose a specific creature, it gets a save to resist. If you just conjure up some monster out of the aether, it doesn't really matter.[/color] -Transform Creature: Can you simply change yourself into a creature with a template? For example giving yourself the Winged template? [color=orange]I didn't know there was a winged template. But yeah, for about 1 MP you could turn yourself into a flying human for a minute.[/color] "When a creature changes form, it keeps its own hit points and Constitution score, but it gains the new form’s Strength, Dexterity, movement abilities, natural armor, and innate natural, extraordinary, spell-like, and supernatural abilities." Isn't it unbalancing, if a party member is changed into a golem with magical immunity? And why isn't the Constitution score changed, too? For balance reasons? Or can that be at least an enhancement? [color=orange]Con doesn't change just because, if we did have it change, we couldn't let it change your hit points, or that'd be incredibly broken. We could have let your Con change but then your hit points don't, but I always found that aspect of polymorph a little clunky. As for turning into a golem, I don't know the MP costs off hand, but it's horrendously expensive to get something as strong as a golem. Plus, the GM can always veto things that seem blatanly overpowered.[/color] Animate enhancement: "If this enhancement is chosen for a transformation of one creature into another, the transformed creature must make a Will save (same DC as the rest of the spell) or have its mind change so that it acts like the new creature. This cannot raise ability scores above 10." Are the ability scores otherwise retained? Has a man turned into dog an Intelligence score of 2 or his own? [color=orange]If a man is turned into a dog, and he fails his Will save, his Intelligence, Wisdom, and Charisma change to that of a dog, lowering if a dog's score is lower (like a 2 Intelligence) and increasing if the dog's is higher, unless the increase would go above 10, in which case it just goes up to 10. So if David the wizard (Int 20, Wis 6) was turned into a dog, he'd end up with a 2 Int, 10 Wis.[/color] -BTW, did you check the Epic rules out? It has been released as Open Content last week. [color=orange]Dude, the book is [i]done[/i]. I can release epic rules some time later. Sorry man, but I'm running out of steam, and the spell seed system hurts my head.[/color] -Can I have a current copy, too? And have I really to [i]buy[/i] the release version? I thought it would be released for free. [color=orange]The teaser is released for free, and the teaser is enough to play the system, though you don't get the full depth of abilities that are in the actual book. As for handing out copies, I won't be sending out any more. I don't want a half-dozen different versions floating around with minor typos and unedited things all over the place. The next version you see will be the full release.[/color] [/QUOTE]
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