Variant Magic Concept

LoneWolf23

First Post
Ok, not satisfied with the standard D&D magic system, and I had an idea for a variant..

Basically, take basic spell effects, then level them up and down. So, taking the spell Fireball, you'd have a Level 1 Fireball that causes 1d6 of Fire damage, all the way up to a Level 9 Fireball that causes 9d6 of Fire damage. Same with Lightning Bolt spells, from level 1 to 9.

You could expand this concept to other spells as well: Cure spells cure 1d6 of damage per level; Create Undead spells create 1HD of Undead of various sorts per level (so a level 2 Create Undead spell could create 1 Human Commoner Zombie, while a level 5 version could create a Wraith); Shape Earth could move around 1 cubic meter of Earth per level..

Just had the idea, need to work on the details, but what do you think of the general concept?
 

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There are already a few products out there that have done this, if you don't mind saving yourself a little work. I wrote E.N. Publishing's Elements of Magic - Revised and its sequels, which pretty much does what you want. There was an earlier version, the original Elements of Magic, that actually took D&D spells and created versions at different levels, but for the revised edition we made it more of a 'build your own spell' ruleset.

The system is very flexible so it might be a little daunting to pick up in a high level game, but if you start low and get familiar with the options it gives you a lot of options.
 

Well... aside from RW's suggestion (I won't turn this post into another I-really(x54)-hate-not-being-able-to-buy-pdfs), you could implement a modified psionics system; casting through expenditure of "Power Points" and spending more (or less) power points to vary the effect...

Curious, I've seen the product recommended thrice between yesterday and today... Must be good then
 
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RangerWickett said:
There are already a few products out there that have done this, if you don't mind saving yourself a little work. I wrote E.N. Publishing's Elements of Magic - Revised and its sequels, which pretty much does what you want. There was an earlier version, the original Elements of Magic, that actually took D&D spells and created versions at different levels, but for the revised edition we made it more of a 'build your own spell' ruleset.

The system is very flexible so it might be a little daunting to pick up in a high level game, but if you start low and get familiar with the options it gives you a lot of options.

Thanks for the tip.
 

You also may be interested in Green Ronin's True Sorcery, which introduces a skill-based magic system where the caster figures out the desired effect and then shapes his spells known to that end. Very flexible, mostly very well balanced, and overall probably the best d20 magic system I've seen. It's in PDF only at the moment but is supposed to be available in print within the next month or so.

I warn you that it's intimidating, though. Putting commonly used spell effects onto note cards will save you a ton of time at the game table.

Good luck :D
 

And..just to get Land Outcast really(x55) going.. Ranger Wicket also has an Elements of Magic: Mythic Earth that is a streamlined skill based magic system.

Not quite as intimidating.

My preference is EoM: Revised.. I have much more fun building strange spell effects.

Check out the Enworld Publishing Forum for various threads on how the system works, errata, house rules, and sample spells. You may have to dig a couple pages back from some of the cool stuff.
 

Land Outcast, if you can't buy, it's not costing me anything to give you a complimentary copy. Would you like to see the book? Let me know, and I can send you a link to download through your screen name.
 

:o does that mean I can quit it from my wishlist?

Seriously, there is some great (or at least fantastically appealling) stuff available only on pdf...

[/emotive moment]

RW: That's a "yes" to your offer
 

LoneWolf23 said:
Basically, take basic spell effects, then level them up and down. So, taking the spell Fireball, you'd have a Level 1 Fireball that causes 1d6 of Fire damage, all the way up to a Level 9 Fireball that causes 9d6 of Fire damage. Same with Lightning Bolt spells, from level 1 to 9.
QUOTE]

Wow, high-level magic would suck! 9d6 damage at 17th level? That certainly would make powerful magic a rarity.
 

and this is a YAY! ;)

:cool: how do you say it in english? thanks? :p

Gracias, Obrigado, Gratzie... that's all the languages I know... I f I could remember how to say it in french, I'd do so...

Basically: 1k thanks in your language of choice
 

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