Your favorite Magic system?

Woohoo!

Andor said:
The World Tree magic system, which is admitedly the same as the Ars Magica magic system with a few extra verbs and nouns added. What I love about it is the fact that it is full of the day to day sort of spells people would actually use, as opposed the the DnD trope of '500 ways to blow someone up, not one way to heat your house.'
Yes! Exactly! Seconded! Thirded!
 

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Wanderlust said:
I'm really, terribly, truly interested in how...? Because I love the Ars Magica take on magic, and it'd make life grand if I could do it justice in adapting it to d20.
I'm not sure exactly, but the World Tree system (which predominantly uses the d20), could probably be converted without too much difficulty.
 

My homebrew.

It's standard D&D, with these differences:
  1. Spell slots per day no longer depends on class, but on caster level. There's a single table of spell slots per day per caster level.
  2. Caster level is a function of class, like BAB. It's equal to level for full casters (up to spell level 9), 2/3 for lesser casters (up to spell level 5 like adept and magewright or 6 like bard and psychic warrior), and 1/2 level for everyone else, including paladins and rangers.
  3. Class-dependant spell lists no longer exists. Instead, there are only four spell lists, tied to the knowledges Arcana (esoteria), Religions (theurgia), Nature (telluria), and Psionics (spiritism).
    A few classes (like bard) are restricted in their spell access (no evocation spells except for sonic and light descriptors), but feats allow to lift off these restrictions.
  4. Spells have only one level. No spell can be level 5 here and level 6 there.

As a result, paladins have spells for levels 0 to 5, and bards have spell for levels 0 to 7. And everyone got a broader spell access.
 


Andor said:
You find it here.

It's a pretty neat little game. The most internally logical fantasy world I've ever seen and I particularly like the idea that hit points actually represent the learnable skill your spirit has of holding onto your body. Nobody expects an experienced fighter to die simply because you shot him through the heart.

Well, thats pretty nifty.
 

VirgilCaine said:
Well, thats pretty nifty.
It owns with a capital P. It's biggest weakness is the combat initiative method, because it's weird, but it's actually very interesting anyway.
 


Elements of Magic is the #1 system I'd love to try if I could talk my group into it. A long time ago I thought: wouldn't it be cool if I could build D&D spells with the HERO system rules?

Then E.N. Publishing basically does just that, except they do it right instead of the messed-up way I would have. :)
 

I played an Arcana Unearthed greenbond, and was hooked. As far as players go, I think that this is the best system because of two main reasons: One, the flexability is very funl; and two, the avalible spells are dictated by the flavor of magic user (for example, a wild druid-like mage would have very powerful elemental and plant spells).


But as for a DM, I prefer the core system because of its simplicity. I dont want to be pondering the heightened or diminished effects of a strange spell while I am DMing.
 

Wanderlust said:
I'm really, terribly, truly interested in how...? Because I love the Ars Magica take on magic, and it'd make life grand if I could do it justice in adapting it to d20.

Considering Ars Magica was developed in part by Jonathan "What Has He Done Lately?" Tweet, several of its concepts found its way into the d20 system: ability score modifiers being the most notable. Heck, Blue Rose does without the scores altogether.

The bulk of the work would be converting spell slots/magic energy into Art scores. Figuring out the cleric's role would be the most challenging thing.

By the way, the 4th edition Ars rules may still be free at rpgnow.

Oh, and to get back on topic, I like Urban Arcana Incantations as the basis for a homebrew.
 

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