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Vitality for Spells?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3205546" data-attributes="member: 20805"><p>Have only heard about True D20, but EoM is one of my favorite systems.</p><p></p><p> EoM: Revised is a spell point system in which casters learn ingredients and can compile those ingredients into spells. Instead of a long listing of spells and balance headaches trying to estimate level, EoM gives you a relatively short list of effects and you build your own. Balance is achieved through the cost of the spell.</p><p></p><p> The system does alter game play some-what. Evokes, direct damage spells such as fireball, are less powerful. Other effects, such as Scry and Teleport, are easier to attain. Most Core spells can be re-created, altho some don't quite match up. My game has run mixed Core and EoM casters without any issues.</p><p></p><p> Downside: it takes a bit of a learning curve to get the hang of designing spells.</p><p> Upside: The spells are 'flavorless'.. basically packages of effects. This allows the caster/DM to add whatever kind of flavor they want to a spell, creating a theme for the Mage or casting style..even creating signature effects.</p><p></p><p> I much prefer the system over trying to memorize the literal thousands of spells published for Core and the flexibility to create is amazing.</p><p></p><p>EoM: Mythic Earth takes the system into a skill/fatigue direction that may also work for you. Have read over the rules but not been able to use them in play.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3205546, member: 20805"] Have only heard about True D20, but EoM is one of my favorite systems. EoM: Revised is a spell point system in which casters learn ingredients and can compile those ingredients into spells. Instead of a long listing of spells and balance headaches trying to estimate level, EoM gives you a relatively short list of effects and you build your own. Balance is achieved through the cost of the spell. The system does alter game play some-what. Evokes, direct damage spells such as fireball, are less powerful. Other effects, such as Scry and Teleport, are easier to attain. Most Core spells can be re-created, altho some don't quite match up. My game has run mixed Core and EoM casters without any issues. Downside: it takes a bit of a learning curve to get the hang of designing spells. Upside: The spells are 'flavorless'.. basically packages of effects. This allows the caster/DM to add whatever kind of flavor they want to a spell, creating a theme for the Mage or casting style..even creating signature effects. I much prefer the system over trying to memorize the literal thousands of spells published for Core and the flexibility to create is amazing. EoM: Mythic Earth takes the system into a skill/fatigue direction that may also work for you. Have read over the rules but not been able to use them in play. [/QUOTE]
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Vitality for Spells?
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