The Elements of Magic by ENWorld Publishing (formerly Natural 20 Press) presents an alternate magic system for your D&D game. The new system is meant to replace the standard "fire and forget" magic of core d20 fantasy with something far more flexible and flavorful.
Appearance
The Elements of Magic uses a layout that is fairly standard among d20 PDF products. The text is well spaced and easy to read, and is organized in two columns on each page. The disadvantage to this two column approach is that, if you're trying to read the book on your computer, you will have to scroll back to the top of the page when you reach the end of the first column. This can be kind of annoying and disjoining if you're trying to look something up quickly, or if you're trying (as I was) to read the entire product front to back. On the other hand, the two columns are ideal for reading the book once it's printed out. Your preference, I suppose, depends on how you typically read PDF products.
Like many third party PDF books, the art in Elements of Magic is not up to industry standards. I'm willing to forgive the poor illustrations, for the most part, but bad art certainly detracts from the book as a whole. Fortunately, there isn't very much art in this book, so it's easy to overlook.
Weighing in at 97 pages or so pages, The Elements of Magic is about the perfect length for printing. The PDF comes with a printer friendly version that is lighter on art and border graphics, ideal for the gamemaster who wants to conserve printer ink.
The New Magic System
The heart and soul of the Elements of Magic is the new magic system, which is intended to entirely replace the system presented in the core books. Instead of wizards, clerics, sorcerers, etc. players interested in learning magic need only take levels in one class: the mage. Depending on spell selection, mages can easily emulate standard spellcasting classes like clerics or druids. The mage is very versatile and can, for example, learn both healing and offensive magic. The book also contains specialized mage subclasses that focus on a narrower selection of spells. The white mage, for example, focuses on spells of a more spiritual nature, while the black mage's spells create and manipulate physical forces. If the subclasses presented aren't to your liking, the book contains information on designing your own.
The other big change to the magic system is the way spells are learned and cast. Rather than learn a set number of spells like a wizard, mages learn spell lists. These are basically generic and flexible spells that can be cast at multiple levels for a variety of effects. Once a mage learns a spell list, he automatically knows all the spells on the list, though he can't cast a given spell until he is high enough level. Casting a spell uses a certain number of magic points depending on the spell's level. One can almost think of each spell list as a single spell that increases in damage, range, or general usefulness with each mage level.
The key component to the spell list system is the list of magical elements, which is where the book obviously takes its name. There are twenty elements, which include traditional elemental forces such as earth and fire but also add new elements like biomatter, mud, and void. These elements, when combined with the magic list system, make for a wide variety of spells and effects. Create [Element] Object, for example, could allow the creation of an object formed from earth, fire, or even pure death. The book rewards characters that choose similar elements or creature types, encouraging players to select spell lists based around a theme.
Overall, the new magic system is very versatile. It's easy to create any kind of spellcaster, from a tribal shaman to a bookish wizard, with relative ease. The end result is a kind of ultra versatile sorcerer that can cast a wide variety of spells on the fly, shaping the magic he knows to fit a number of situations.
Implementation
My biggest concern about using Elements of Magic in my game is the daunting task of tossing out the entire core magic system. The book addresses this, but only moderately. The author suggests that all the magic items, NPCs, and magic using creatures already in your game will work alongside the new magic system with little difficulty. I agree, but the idea of scraping the core magic system and then leaving the creatures and items built around that system unchanged seems a little silly. If I think that the spell detect magic is boring and contrite, why would I want to continue handing out wands of detect magic? And, though most of the magic items will still remain balanced and useful, I'm sure that some items will either outshine or be outshined by the new system. I realize that a complete overhaul for the magic item system is probably beyond the scope of this book, but it would have been nice for the authors to include some ideas about items or creature abilities that may be problematic if not changed. The book suggests that I tinker with the rules myself, and I will happily do that, but some more guidance would have been nice to get me started.
I'm also a little unsure how well the mage class will fit within the existing balance of power in core D&D. While the game has changed over the years, the magic system has remained relatively the same. Inserting the Elements of Magic into your D&D game is certain to have balance ramifications. No single spell list or element stands out as obviously broken, but the gamemaster will have to be careful to monitor the effects the new system has on his game.
The other problem with implementing the Elements of Magic seamlessly into my campaign is that the book was written for D&D 3.0. There are a few rules that will have to be changed for a 3.5 campaign. By and large, these are small changes that are easily spotted, and an experienced gamemaster could convert the book without too much trouble. As far as I know, this book is being updated and revised for the new rules, so this may soon become a moot point.
The Mage
It's not really that important, but I don't care for the name of this class. To me, it invokes thoughts of second edition fire-and-forget spell casters, which is exactly what this book is trying to get away from. The class is so generic that the authors would have been better to call it something like "magic-user" or "spell caster" and left it up to individual players to decide if their character called himself a shaman, a mage, or whatever.
The mage has access to a few brand new skills. I'm generally dubious of any book that adds new skills to the d20 core, but these mesh very well with the new magic system. Certain spells that are too good to be cantrips but too basic to be folded into spell lists are now represented by skills. Dispel magic, for example, is now a skill that can be used to end magical effects, albeit at a cost of magic points. The old 3.0 scry skill is on this list as well, but it actually works better as a skill under the new magic system and probably should stay that way. To compensate for these added skills, the mage receives more skill points per level than a standard wizard or cleric.
As he gains levels, a mage receives special "Magical Boons" every few levels. Magical boons are special class abilities that allow a player to customize his mage to better fit his spellcasting archetype. They include the ability to speak with animals, summon a familier, and cast spells in medium or heavy armor. Some, like Armored Caster, might be unbalanced, but overall the boons are a neat way to customize your mage.
Other Classes
While the principal spell casting classes are completely replaced by the mage, secondary spell casters like bards, paladins, and rangers are not. The Elements of Magic gives you two options: you can simply replace the spell casting abilities of these classes with the new magic system, using them otherwise as written, or you can replace them with brand new variant classes introduced in this book. I would likely go with the first option, as the new classes presented here don't really do much for me.
Final Thoughts
The Elements of Magic is very strong when it's trying to add flavor to your magic. An entire chapter deals with adding new and unique magic to your existing campaign. Although it's geared toward helping you make the new magic system less generic and more world specific, the suggestions are good for anyone looking to spice magic up in their world. I particularly liked the section on rune magic and how well the new magic system lends itself to runecasting. Even the notes on making the standard D&D magic system more exciting are worth reading.
If you are looking for an alternative to the fire and forget magic system of core D&D, you'll find no better product than The Elements of Magic. The system presented here is imaginative and versatile, and the mage class is customizable enough to easily fit any number of magic user archetypes.
I was initially going to give this book four stars. However, I have to deduct points because of the sub par art and a few 3.5 compatibility issues. So, my final rating is three stars. If you're looking for an alternate magic system, and don't mind doing some tweaking, you can't go wrong for less than $10.