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General Tabletop Discussion
*Pathfinder & Starfinder
What to do with Spontaneous Casters
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<blockquote data-quote="sirwmholder" data-source="post: 3556296" data-attributes="member: 41558"><p>Sorry for the delay I was out of town...</p><p></p><p>Anywho, Elements of Magic breaks magic down to it's base function. Verb + Noun is how all spells are built.</p><p></p><p>If you want to cast a direct damage spell you can... Evoke (Fire) this simple spell allows the user to define magic as a Fireball, Fire Blast, Charge a stone with Fire to explode later or any thing else you can think of... provided you pay for the additional cost for area and range.</p><p></p><p>If you want to heal your wounds or your allies use Heal (Life)... or if you want to be more specific Heal (Humanoid).</p><p></p><p>If you want to teleport a simple Move (Space) can wisk you out of combat and a more powerful version could send you and your allies to another plane.</p><p></p><p>In using Elements of Magic there is no Arcane or Divine or even Psionic distinction there is only magic and what is does. If you know the appropriate list you can do anything.</p><p></p><p>Now for your hard question how does it compare to WotC Magic system... if anything the power level of a Mage in this system is a bit behind the Wizard and about on par with the Psion. However, you have far more flexablitiy in this system which in my opinion is worth the trade off in power.</p><p></p><p>Vancian magic is out the window... you no longer have spell slots 0-9. Though there is a counter balance to this in the form of Signature Spells. Every Mage can know a number of Signature Spells they could normally cast and cast those spells as Standard actions. All other spells including those 'built on the fly' take two rounds to cast. An important thing to keep in mind is you can not spend more MP on a Spell than your caster level. If you follow that one rule you will see virtually no power creep.</p><p></p><p>Be sure to check out the Forum under EN Publishing here at EN World if you have any other questions.</p><p></p><p>Good gaming,</p><p>William Holder</p></blockquote><p></p>
[QUOTE="sirwmholder, post: 3556296, member: 41558"] Sorry for the delay I was out of town... Anywho, Elements of Magic breaks magic down to it's base function. Verb + Noun is how all spells are built. If you want to cast a direct damage spell you can... Evoke (Fire) this simple spell allows the user to define magic as a Fireball, Fire Blast, Charge a stone with Fire to explode later or any thing else you can think of... provided you pay for the additional cost for area and range. If you want to heal your wounds or your allies use Heal (Life)... or if you want to be more specific Heal (Humanoid). If you want to teleport a simple Move (Space) can wisk you out of combat and a more powerful version could send you and your allies to another plane. In using Elements of Magic there is no Arcane or Divine or even Psionic distinction there is only magic and what is does. If you know the appropriate list you can do anything. Now for your hard question how does it compare to WotC Magic system... if anything the power level of a Mage in this system is a bit behind the Wizard and about on par with the Psion. However, you have far more flexablitiy in this system which in my opinion is worth the trade off in power. Vancian magic is out the window... you no longer have spell slots 0-9. Though there is a counter balance to this in the form of Signature Spells. Every Mage can know a number of Signature Spells they could normally cast and cast those spells as Standard actions. All other spells including those 'built on the fly' take two rounds to cast. An important thing to keep in mind is you can not spend more MP on a Spell than your caster level. If you follow that one rule you will see virtually no power creep. Be sure to check out the Forum under EN Publishing here at EN World if you have any other questions. Good gaming, William Holder [/QUOTE]
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