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<blockquote data-quote="woodelf" data-source="post: 1451465" data-attributes="member: 10201"><p>Look at the various spellcasting templates added via feats in Arcana Unearthed. Expand the concept significantly, and you could have much of the feel of magical flexibility of Ars Magica, though without anywhere near the actual flexibility. But it'd be much more D&D-compatible. It also depends what elements of the Ars system you specifically like. If it's the casting based on fatigue (or other regenerating limit) rather than fire-and-forget spell slots, take a look at the "recharge magic" option in Unearthed Arcana. If it's the noun-verb spell classification system, take a look at The Elements of Magic. If it's the magic item creation, i'd suggest The Artificer's Handbook--much of the same feel, with completely different methods to get there. If it's the research-oriented nature of magic, i just don't think that's compatible with the high-fantasy style of D&D gaming. If it's the spontaneous spell creation, that's *really* tricky--i ran a game using "Ars Fantasia" (same crossover, but in inverse: D&D feel with Ars mechanics, so techniques and forms based on the D&D spell lists), and that was the biggest balance problem. Problem is, the D&D spells aren't based on an underlying logical progression. So even after you do your best to extrapolate one, the spells you then interpolate from it often are wildly out of whack, balance-wise. Nonetheless, if you want to see what i've done [it's a very workable system, just requires some GM finesse when dealing with spontaneous casting], check out <a href="http://www.tiltingatwindmills.net/old/ars/" target="_blank">http://www.tiltingatwindmills.net/old/ars/</a> .</p></blockquote><p></p>
[QUOTE="woodelf, post: 1451465, member: 10201"] Look at the various spellcasting templates added via feats in Arcana Unearthed. Expand the concept significantly, and you could have much of the feel of magical flexibility of Ars Magica, though without anywhere near the actual flexibility. But it'd be much more D&D-compatible. It also depends what elements of the Ars system you specifically like. If it's the casting based on fatigue (or other regenerating limit) rather than fire-and-forget spell slots, take a look at the "recharge magic" option in Unearthed Arcana. If it's the noun-verb spell classification system, take a look at The Elements of Magic. If it's the magic item creation, i'd suggest The Artificer's Handbook--much of the same feel, with completely different methods to get there. If it's the research-oriented nature of magic, i just don't think that's compatible with the high-fantasy style of D&D gaming. If it's the spontaneous spell creation, that's *really* tricky--i ran a game using "Ars Fantasia" (same crossover, but in inverse: D&D feel with Ars mechanics, so techniques and forms based on the D&D spell lists), and that was the biggest balance problem. Problem is, the D&D spells aren't based on an underlying logical progression. So even after you do your best to extrapolate one, the spells you then interpolate from it often are wildly out of whack, balance-wise. Nonetheless, if you want to see what i've done [it's a very workable system, just requires some GM finesse when dealing with spontaneous casting], check out [url]http://www.tiltingatwindmills.net/old/ars/[/url] . [/QUOTE]
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