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wizards vs. sorcerers
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<blockquote data-quote="Mortaneus" data-source="post: 501910" data-attributes="member: 485"><p>Hmm....let's see if I can explain this one...</p><p></p><p>Elements of magic tosses out the old ideas of individual spells...or more specifically, it takes the concepts behind the spells and stretches them out into whole lists that span spell levels 0-9.</p><p></p><p>Spellcasters, depending on their caster level, know so many individual 'lists'. Each spellcaster also has a certain number of Magic Points, based on caster level and casting stat. The cost structure for various levels of spells is the same as for Psi Powers.</p><p></p><p>For example, let's go with the Evoke Area [Element] list. Since it has a [...] designator in it, you have to pick what it is when you take the list (though you can take the same basic list more than once, for different elements).</p><p></p><p>In this case, let's say Evoke Area Fire, and you're a 10th level caster. That means you have access to levels 0-5 of all lists you know. In this case, you could cast Evoke Area Fire 5, which would do 9d6+10 Fire damage in a 50' Fan, Medium Line, Close Cone, or a 30' sphere or 25' Cylinder at long range. You get to decide how the spell is going to go off when you cast it.</p><p></p><p>Metamagics add to the level of the spell, and you can't push it up past the highest level you can cast.</p><p></p><p>Basically, EoM stretches every spell concept over ten (sometimes 9) levels. </p><p></p><p>Want to see what a 0th level wish looks like? A 9th level invisibility? A 1st level power word?</p><p></p><p>It's in there. The sheer level of versatility in this system is staggering.</p><p></p><p>I've also noticed it makes things much easier on the GM. They don't have to dig through a zillion books of spells to find out what something does, or to put together an NPC's spellbook. Everything is built into a simple set of lists, from which you derive the individual spell effects.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 501910, member: 485"] Hmm....let's see if I can explain this one... Elements of magic tosses out the old ideas of individual spells...or more specifically, it takes the concepts behind the spells and stretches them out into whole lists that span spell levels 0-9. Spellcasters, depending on their caster level, know so many individual 'lists'. Each spellcaster also has a certain number of Magic Points, based on caster level and casting stat. The cost structure for various levels of spells is the same as for Psi Powers. For example, let's go with the Evoke Area [Element] list. Since it has a [...] designator in it, you have to pick what it is when you take the list (though you can take the same basic list more than once, for different elements). In this case, let's say Evoke Area Fire, and you're a 10th level caster. That means you have access to levels 0-5 of all lists you know. In this case, you could cast Evoke Area Fire 5, which would do 9d6+10 Fire damage in a 50' Fan, Medium Line, Close Cone, or a 30' sphere or 25' Cylinder at long range. You get to decide how the spell is going to go off when you cast it. Metamagics add to the level of the spell, and you can't push it up past the highest level you can cast. Basically, EoM stretches every spell concept over ten (sometimes 9) levels. Want to see what a 0th level wish looks like? A 9th level invisibility? A 1st level power word? It's in there. The sheer level of versatility in this system is staggering. I've also noticed it makes things much easier on the GM. They don't have to dig through a zillion books of spells to find out what something does, or to put together an NPC's spellbook. Everything is built into a simple set of lists, from which you derive the individual spell effects. [/QUOTE]
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