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<blockquote data-quote="Aldarc" data-source="post: 8387047" data-attributes="member: 5142"><p>The magic system for AE was pretty neat. </p><p></p><p>Some spells also had Diminished and Heightened effects too. For example, you could cast some spells one spell slot lower and get a lesser effect (i.e., Diminished) or alternatively cast some spells one spell slot higher and get a greater effect (i.e., Heightened). </p><p></p><p>There was also Spell-Weaving where you could sacrifice three spell slots of one spell level to cast a higher level spell or sacrifice one spell slot for two spell slots of a lower level. (Keeping in mind that this was in the 3e era where there were more spell slots per level as a result of bonus spells.) </p><p></p><p>And there were also Spell Templates, which often provided thematic enhancers to certain types of spells when cast. For example, the Draconic Spell Template provided the caster an additional +1 Natural Armor buff for any spell that enhanced AC or +2 if the spell has the Draconic descriptor. </p><p></p><p>A lot of the above definitely increases the complexity of the game. I'm not advocating for these things either, but simply describing some additional highlights about what made the magic in AE stand out from standard 3e D&D. </p><p></p><p>I do like universal spell lists as per AE, as I think that it also makes it far easier when new spells are added to the game. Every time a new spell is added to the game, you don't necessarily have to waste layout space listing who gets what spell. You simply know, "Oh, this is a Complex spell with the Plant descriptor, so my Greenbond now gets that spell on their list."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8387047, member: 5142"] The magic system for AE was pretty neat. Some spells also had Diminished and Heightened effects too. For example, you could cast some spells one spell slot lower and get a lesser effect (i.e., Diminished) or alternatively cast some spells one spell slot higher and get a greater effect (i.e., Heightened). There was also Spell-Weaving where you could sacrifice three spell slots of one spell level to cast a higher level spell or sacrifice one spell slot for two spell slots of a lower level. (Keeping in mind that this was in the 3e era where there were more spell slots per level as a result of bonus spells.) And there were also Spell Templates, which often provided thematic enhancers to certain types of spells when cast. For example, the Draconic Spell Template provided the caster an additional +1 Natural Armor buff for any spell that enhanced AC or +2 if the spell has the Draconic descriptor. A lot of the above definitely increases the complexity of the game. I'm not advocating for these things either, but simply describing some additional highlights about what made the magic in AE stand out from standard 3e D&D. I do like universal spell lists as per AE, as I think that it also makes it far easier when new spells are added to the game. Every time a new spell is added to the game, you don't necessarily have to waste layout space listing who gets what spell. You simply know, "Oh, this is a Complex spell with the Plant descriptor, so my Greenbond now gets that spell on their list." [/QUOTE]
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