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What is the best magic system?
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<blockquote data-quote="Shallown" data-source="post: 2709749" data-attributes="member: 1368"><p>Mine to be honest...</p><p></p><p>It has the huge advantage that since I designed it for my home brew rules system it does exactly what I want it to.</p><p></p><p>The Pluses</p><p>A mage can contribute in combat without ruling over it.</p><p></p><p>Skill based and is treated like any other skill once a list is gained (though just slightly more expensive). Gaining a new list takes a while though. You can also start with custom made spells or develop new ones during the game.</p><p></p><p>a list has a number of related spells they are related by theme (Clerical) or function (time control). Each spell may have modifiers such as distance, damage, area of effect that affect the mana cost.</p><p></p><p>their is only one exclusive list which is the clerical list requiring divine worship and two list that exclude each other since you cannot have a familiar and a stave list since they cover some of the same functions. You can also not have a stave or familiar if you are psionic</p><p></p><p>It is fairly easy to have a fighter/wizard character since you only need a few spell list and they are bought with the same starting skill points so instead of knowing several weapons like another fighter might you might know one well and have magic to make it more useful. </p><p></p><p>Magic and PSionics use the same system the only differences are the number of modifiers, which are much less for a Psi character. Magic has many extrenal influences such as favored ground, power components, ritual use versus normal casting.</p><p></p><p>Most powers/spells are Mana point based so you can adjust their power fairly easily.</p><p></p><p>The entire system is set to start with competent heroes so as a mage you start with power and don't have to endure just casting once or twice day.</p><p></p><p>Mana points recover quickly but not so fast that combat isn't draining. This is so a mage can use spells throughout the day without worrying about running out of mana over the day. </p><p></p><p>As you get better at casting so does your ability ignore requirements. spells have four components, somatic, material, vocal and concentration. You can ditch some at a penalty or as you rise in level just simple leave some out all except concentration which is always a requirement. </p><p></p><p>Since I created the system I print out the complete spell list for each character so they don't have to reference any books.</p><p></p><p>See now I have gone on and on about a system no one but my group and myself will ever use. </p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 2709749, member: 1368"] Mine to be honest... It has the huge advantage that since I designed it for my home brew rules system it does exactly what I want it to. The Pluses A mage can contribute in combat without ruling over it. Skill based and is treated like any other skill once a list is gained (though just slightly more expensive). Gaining a new list takes a while though. You can also start with custom made spells or develop new ones during the game. a list has a number of related spells they are related by theme (Clerical) or function (time control). Each spell may have modifiers such as distance, damage, area of effect that affect the mana cost. their is only one exclusive list which is the clerical list requiring divine worship and two list that exclude each other since you cannot have a familiar and a stave list since they cover some of the same functions. You can also not have a stave or familiar if you are psionic It is fairly easy to have a fighter/wizard character since you only need a few spell list and they are bought with the same starting skill points so instead of knowing several weapons like another fighter might you might know one well and have magic to make it more useful. Magic and PSionics use the same system the only differences are the number of modifiers, which are much less for a Psi character. Magic has many extrenal influences such as favored ground, power components, ritual use versus normal casting. Most powers/spells are Mana point based so you can adjust their power fairly easily. The entire system is set to start with competent heroes so as a mage you start with power and don't have to endure just casting once or twice day. Mana points recover quickly but not so fast that combat isn't draining. This is so a mage can use spells throughout the day without worrying about running out of mana over the day. As you get better at casting so does your ability ignore requirements. spells have four components, somatic, material, vocal and concentration. You can ditch some at a penalty or as you rise in level just simple leave some out all except concentration which is always a requirement. Since I created the system I print out the complete spell list for each character so they don't have to reference any books. See now I have gone on and on about a system no one but my group and myself will ever use. Later [/QUOTE]
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