Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Elements of Magic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="scholz" data-source="post: 2009973" data-attributes="member: 10028"><p>I've now had a little time to digest "The Elements of Magic." I am impressed with it, and see a lot of potential in this system. The first thing I needed to do was get my mind out of the D&D core mindset. Trying to duplicate the spells in the core books with this system, while possible, is really not the point. They offer a new system and a new way of doing magic. </p><p>The two principle difference between EoM and the Core system are the use Magic Points and Spell-Lists instead of individual spells. </p><p>Magic Points incorporate the long variant idea of regulating the number of spells a spell caster can use from her repertoire by having each spell cost some mana, or spell energy. I will have to wait until play testing is done to determine if they have struck on the magic number of points to give enough, but not too much power to the spell casters. The point totals and progression seem to be based on the spell progression of core classes (roughly) so it should not be unbalancing from that perspective. I like the potential of the magic points, and think there are other things that can be done with them.</p><p> </p><p>Instead of learning and memorizing (the "fire and forget" method of the core books) individual spells, in EoM a mage learns entire spell lists. A spell list usually takes a single idea (like shooting fire) and give 10 level versions of that idea (0th through 9th). These typically do not vary substantially, mostly just altering the damage, range etc.. Although in some cases, the various effects are quite different at the different levels (cursecraft for example). This is nice because it makes sense that person able to shoot fire at low levels could do it better at high levels whether or not she stumbles upon a new spell. The spell lists cover most of the sorts of common magical effects and the use of differing elements give it a wide breadth. That said, the spell lists are somewhat generic (intentionally) and it is suggested that they be customized and personalized. They give some examples, but few instructions are given in that matter. (A little more advice on how to customize spells would've been nice). Another interesting feature of the spell lists, is spell side effects. These are very cool and give reasonably specific indications of what else a spell can do besides the primary effect. This can make two relatively similar spell lists (evoke area fire - evoke area cold) considerably different. The side effects really make the generic system far more interesting. There are some side-effects which could benefit from more elaboration. For example the shadow element's side effect of "shadow" seems obvious enough, but it is unclear just who would be affected by it and how. If I shoot a "shadow missile" using a 4th level evoke shadow, does the target suddenly gain concealment from the shadows, or does the target exude shadows in a 60ft radius as the text suggests, or does the target herself suddenly see everything in shadow. It is not clear. So there is some room for interpretation.</p><p></p><p>Another interesting change to the Core system is incorporating the various detection spells, dispel magic, and other divinations as skills rather than spells. I like that change very much, and have already considered making similar alterations to Healing, and Herbalism to give them spell like effects. Some more information on how those skills interact with the core rules would be useful here. For instance is my Magic Point enhanced Intuit Direction a spell like ability or Supernatural or Extraordinary? </p><p></p><p>One area that is not developed but shows remarkable promise is magic items. I think the Magic Point system and Spell Lists work exceeding well for magic items. A Wand that gives you 50 magic points of evoke fire and evoke area fire is so much more interesting that a wand of fireballs. One could add the rules for spell completion so the wands can only be used up to the level the caster can cast. That would make the item both useful and balanced. </p><p></p><p>The Elements of Magic is a great system for someone interesting in something new, and willing to put some work into it. It is not system for those inexperienced in tampering or interpreting rules. Several issues with character generation have yet to be fully resolved, and there are some lacuna in the spell effects (no generic useful low level defensive spell, like shield or mage armor). I have high hopes for my new campaign using the system, and I am not afraid to tweak the rules as needed. I've also begun adding a few more spell-lists and homebrewed rules to the system. </p><p></p><p>The book is available in PDF in multiple formats (one for easy printing) and that is nice. It is not the prettiest text in the world. It could use some better art, and a few tables (a complete list of spell-lists and elements would be nice, as would a character sheet), but for less than eight dollars, you can't beat the value. Rumor has it they plan on releasing EoM II, probably under a different title. I will definitely get that as well.</p></blockquote><p></p>
[QUOTE="scholz, post: 2009973, member: 10028"] I've now had a little time to digest "The Elements of Magic." I am impressed with it, and see a lot of potential in this system. The first thing I needed to do was get my mind out of the D&D core mindset. Trying to duplicate the spells in the core books with this system, while possible, is really not the point. They offer a new system and a new way of doing magic. The two principle difference between EoM and the Core system are the use Magic Points and Spell-Lists instead of individual spells. Magic Points incorporate the long variant idea of regulating the number of spells a spell caster can use from her repertoire by having each spell cost some mana, or spell energy. I will have to wait until play testing is done to determine if they have struck on the magic number of points to give enough, but not too much power to the spell casters. The point totals and progression seem to be based on the spell progression of core classes (roughly) so it should not be unbalancing from that perspective. I like the potential of the magic points, and think there are other things that can be done with them. Instead of learning and memorizing (the "fire and forget" method of the core books) individual spells, in EoM a mage learns entire spell lists. A spell list usually takes a single idea (like shooting fire) and give 10 level versions of that idea (0th through 9th). These typically do not vary substantially, mostly just altering the damage, range etc.. Although in some cases, the various effects are quite different at the different levels (cursecraft for example). This is nice because it makes sense that person able to shoot fire at low levels could do it better at high levels whether or not she stumbles upon a new spell. The spell lists cover most of the sorts of common magical effects and the use of differing elements give it a wide breadth. That said, the spell lists are somewhat generic (intentionally) and it is suggested that they be customized and personalized. They give some examples, but few instructions are given in that matter. (A little more advice on how to customize spells would've been nice). Another interesting feature of the spell lists, is spell side effects. These are very cool and give reasonably specific indications of what else a spell can do besides the primary effect. This can make two relatively similar spell lists (evoke area fire - evoke area cold) considerably different. The side effects really make the generic system far more interesting. There are some side-effects which could benefit from more elaboration. For example the shadow element's side effect of "shadow" seems obvious enough, but it is unclear just who would be affected by it and how. If I shoot a "shadow missile" using a 4th level evoke shadow, does the target suddenly gain concealment from the shadows, or does the target exude shadows in a 60ft radius as the text suggests, or does the target herself suddenly see everything in shadow. It is not clear. So there is some room for interpretation. Another interesting change to the Core system is incorporating the various detection spells, dispel magic, and other divinations as skills rather than spells. I like that change very much, and have already considered making similar alterations to Healing, and Herbalism to give them spell like effects. Some more information on how those skills interact with the core rules would be useful here. For instance is my Magic Point enhanced Intuit Direction a spell like ability or Supernatural or Extraordinary? One area that is not developed but shows remarkable promise is magic items. I think the Magic Point system and Spell Lists work exceeding well for magic items. A Wand that gives you 50 magic points of evoke fire and evoke area fire is so much more interesting that a wand of fireballs. One could add the rules for spell completion so the wands can only be used up to the level the caster can cast. That would make the item both useful and balanced. The Elements of Magic is a great system for someone interesting in something new, and willing to put some work into it. It is not system for those inexperienced in tampering or interpreting rules. Several issues with character generation have yet to be fully resolved, and there are some lacuna in the spell effects (no generic useful low level defensive spell, like shield or mage armor). I have high hopes for my new campaign using the system, and I am not afraid to tweak the rules as needed. I've also begun adding a few more spell-lists and homebrewed rules to the system. The book is available in PDF in multiple formats (one for easy printing) and that is nice. It is not the prettiest text in the world. It could use some better art, and a few tables (a complete list of spell-lists and elements would be nice, as would a character sheet), but for less than eight dollars, you can't beat the value. Rumor has it they plan on releasing EoM II, probably under a different title. I will definitely get that as well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Elements of Magic
Top