Your favorite Magic system?


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Jdvn1 said:
It's weird, but I kind of like the WoT magic system. Well, sans Insanity.

Me, too. I've seen it in play very little, but it looks neat to me.

My favorite would have to be the Expanded Psionics system.
 

Okay, barring Ars Magica, which is not D20, but is still my single favourite magic system...

I'd have to say Monte's AU is the best I have been able to work with so far. More flexibility both in how you cast magic, who is able to cast what type of spells, which spells are available to you at the moment, many templates, etc. Overall this is a really fun variant on the core D20 system.

After that I'd go Grim Tales -- I like the thought of magic involving danger.

Basically I am bored to tears with the fire-and-literally-forget, all-too-predictable core magic system.
 

I just bought the Blue Rose PDF this week... and I'm in love with it. The magic/psionics system is excellent, as well. I really like how it works.
 

Infernal Teddy said:
What's your favorite d20 Magic system so far?
For Grim Tales / d20 Modern, a homebrew magic system that I created directly inspired by a spell-point system with playtested for years in AD&D: less firepower, extremely versatile, dangerous.

For Castles & Crusades, I simply think of letting wizards (and clerics, etc.) cast their spells without preparation (as if they were sorcerers without limit on the number of spells known). I know from playtest this would work perfectly well, not unbalanced, cool for players, etc.

For D&D 3.5, i don't mess with the rules. They remain exactly as they are.
 

Committed Hero said:
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.
Shouldn't be too hard. In the place of schools, you'd substitute the forms and techniques required. Clerics aren't difficult, they'd just have True Faith.
 

Hi,

I really like the core magic system, but have recently been playing an AU magister. The character has several of the feats that allow him to add templates such as "fire" or "electricity" to his spells. This, along with being able to combine slots and heighten and lower the effect has been great fun. He also has the modify spell feat but I never remember to use it!

Cheers


Richard
 

In terms of "system" I was honestly the biggest fan of the Mythus Magic (Dangerous Journeys) system. Spell slots dictated spells known, then you could cast any spells you wanted from those you knew, per spell level. Very much like Sorcerers, but with far more (probably double) the spells.

I love the idea of the Arcana Unearthed system, but haven't used it yet.

I haven't experienced a really good, balanced set of spells, yet. I agree with others who've said that many of the spells in the list are "must haves" making most spell casters very similiar.

I'd also like to see a really good spell point system. Frankly, World of Warcraft does this exceptionally.
 


The best "Fire and Forget" goes to Arcana Evolveds magic.

It makes even vancian magick fun.

But for non vancian, it is a tie between The Black Company adn Talislanta D20.


Razuur
 

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