Urban Arcana's new mgic system

Razuur

First Post
Could somebody give an overview of what this is and how it works?

Obviously I don't want the rules, but an overview would be nice.

Is it similar to other systems magic, and if so - what systems?

Or is it unique.

Just curious. I heard soemone say it was ging to revolutionize D&D magic and it got me curious.

Thanks,
Razuur
 

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Hate to break it to you, but the magic system hasn't changed at all from d20 Modern. The only addition is the Incantations, which are really powerful spells that can be cast by anyone with the proper knowledge. Using them usually requires subsequent successes at Knowledge (arcane lore) checks, and failure at these checks usually results in something horrible. Some of the spells also require multiple casters.
 

The Incantations sound cool from your description, psychognome. They sound like a good addition to any low magic campaign.

Are they unique to Urban Arcana, or is there an example of the mechanic in another d20 game/supplement.
 
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The Incantations could be adapted to any campaign, probably -- and might even work in a classic D&D game. They're a very interesting idea.

One of the things I'm struggling with on them is actually making them work. Yo ucan make up your own, but the suggested minimum DC for the skill checks is 30. In most cases you need to make 6 or 7 checks, each one representing 10 minutes, and if you fail twice in a row, the entire incantation fails and you suffer the backlash, which can be more or less severe.

That makes it a pretty difficult task -- not to mention that most characters won't start Modern with the appropriate skills at first level, (so the development of those skills is delayed) and it's not possible to assist on the check (there is such a thing as secondary casters, but they provide other skills that might be required, and don't actually assist on the skill check.

I'm actually tempted to house rule the assistance thing -- It makes sense to me to allow assistance rolls for incantations, although it's not possible to assist AND be a secondary caster.
 

6 or 7 checks at 10 minutes each? Wow, an hour long incantation. Seems like a long time for the "average" incantation, no?
 
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Actually, I like that part of it a lot -- it means that it can be interrupted, and can put the PCs on the defensive, if they're the ones casting it.

Reminds me a lot of Willow casting spells in buffy.

-rg
 

omokage said:
Are they unique to Urban Arcana, or is there an example of the mechanic in another d20 game/supplement.
Incantations are very similar to epic spells from the Epic Level Handbook, except that anyone can cast them and you can't reduce the casting time. Most of the sample incatations in Urban Arcana are just D&D spells (polymorph, teleport, magic jar, etc.) that are higher than 5th level, or that were deemed too powerful to allow as a regular spell.
6 or 7 checks at 10 minutes each? Wow, an hour long incantation. Seems like a long time for the "average" incantation, no?
It's meant to be a more grandiose type of magic, in the vein of the deranged sorcerer casting a ritual that will end the world, unless the PCs are able to sneak into his compound and stop him.
 

thank you Spatula. Next time I'm in my FLGS I'll look it over in depth. I'll look through the whole setting, but I'm not sure if it's worth buying the whole book if I only want to incorporate on mechanic.
 
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omokage said:
The Incantations sound cool from your description, psychognome. They sound like a good addition to any low magic campaign.

Are they unique to Urban Arcana, or is there an example of the mechanic in another d20 game/supplement.

I'm curious: is ANY of Urban Arcana open content?

When the incantations were first described to me, they sounded rather like Spycraft/Shadowforce Archer's invocations. Skill based, with intervals between the checks based on the 'spell' in question. But with invocations you have a single really high DC (40-60 for easy stuff, several hundred for some of the big effects). The difference is that while you still make checks every so often, you sum up all your checks until you reach the DC. You can still screw up with a error or critical failure, but most days you will eventually get the spell off unless interupted. The nice part about the single running total vs. Make X Checks, is that if you are really good at magic, you can finish an invocation faster. Knowledge really is power - and speed.
 

Morgenstern said:


I'm curious: is ANY of Urban Arcana open content?

When the incantations were first described to me, they sounded rather like Spycraft/Shadowforce Archer's invocations. Skill based, with intervals between the checks based on the 'spell' in question. But with invocations you have a single really high DC (40-60 for easy stuff, several hundred for some of the big effects). The difference is that while you still make checks every so often, you sum up all your checks until you reach the DC. You can still screw up with a error or critical failure, but most days you will eventually get the spell off unless interupted. The nice part about the single running total vs. Make X Checks, is that if you are really good at magic, you can finish an invocation faster. Knowledge really is power - and speed.

Current no part of Urban Arcana is open content, there are rumours that some parts will be added to the Modern SRD towards the end of the year.

The Spycraft system sounds similar to the Alternity system of extend checks (?) where to complete a task you would need x number of successes.

The whole incanatation thing reminded me a bit of the magic system in For Faerie Queen and Country (Amazing Engine) basically Victorian Arcana (hmm another idea forming).
 

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