As may may know by now, Elements of Magic will be the central magic system of O.L.D.
It needs some work, however. Alignments and D&D creature types simply don't exist in O.L.D. The element list is easier, being created specifically for EoM (though based on many existing lists and diagrams).
I'm also playing with formatting. Part of the "feel" of O.L.D. suggests to me that latin-esque (or at least magical) words used in the action/effect place, at least optionally.
Skills like scry, counter, and so on don't translate either. Those need to be turned into actions (but don't require an effect).
Of course, there's no such thing as caster level in O.L.D., but there is a MAGIC attribute. That can be used to determine both total MP and maximum MP-per-spell.
Signature spells work just fine.
The other thing to do is go through it all and adjust things like saving throws (don't exist), skill DCs (different system), all those references to D&D system elements like AC or DR and the many references to metamagic feats.
All in all, a big job.


Each combination creates a "list" as folks familiar with EoM will know. So Abjure Fire IV (repello incendia iv) is 4 magic points spent in casting an abjure fire spell, while Compel Plant IX (coacto planta ix) is 9 magic points spent in casting a compel plant spell.
That's the basic system. There's a basic spell template, and you then use magic points to add range, area, duration, and so on, and each action type has a bunch of things you can spend magic points on to do.
It does get more complex - you can combine lists. That's a whole section itself, though.
For example, let's look at the Evoke action. These cause elemental or virtue-based damage.
A basic evoke spell does 1d6 damage of effect type at short range instantaneously. Enhancements include things like:
Damage - add 1d6 damage per MP.
Enduring damage - add 1d6 damage per round for 4 MP (1 minute), 10 MP (10 minutes), 18 MP (1 hour), 30 MP (1 day). Note that these values are very high - only a god can spend 30 MP on a single spell.
Side-effects - varies accoridng to the element type (acid dissolves, air knockbacks, crystal pierces, death afflicts, fire ignites, void suffocates, etc. etc.)
Signature spells are ones you create in advance, and can use in a single action. for example, an evoke spell you create might be:
[TABLE="class: outer_border, width: 500"] [TR] [TD]Arctic Blast
Asdumo Glacies Vis
Evoke Ice VII/Evoke Nature II/Gen II
Total MP: 11
Range: Short (30 ft.)
Duration: One round; freezing lasts one minute
Area: 5-ft. wide line
Attack: MAG vs. AGI
You release a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect take 3d6 points of elemental ice damage from the cold, and 2d6 points of impact damage from slush and water.
Creatures struck by the attack are coated in ice, trapped until the spell ends or someone frees them. They may make a Difficult [19] STR check each round to break free. The ice also freezes objects of up to Large size, turning them brittle and reducing any SOAK by 10.
Costs: 2 MP ice damage, 5 MP ice major side effect, 2 MP nature damage, 2 MP medium line.
[/TD] [/TR] [/TABLE]
It needs some work, however. Alignments and D&D creature types simply don't exist in O.L.D. The element list is easier, being created specifically for EoM (though based on many existing lists and diagrams).
I'm also playing with formatting. Part of the "feel" of O.L.D. suggests to me that latin-esque (or at least magical) words used in the action/effect place, at least optionally.
Skills like scry, counter, and so on don't translate either. Those need to be turned into actions (but don't require an effect).
Of course, there's no such thing as caster level in O.L.D., but there is a MAGIC attribute. That can be used to determine both total MP and maximum MP-per-spell.
Signature spells work just fine.
The other thing to do is go through it all and adjust things like saving throws (don't exist), skill DCs (different system), all those references to D&D system elements like AC or DR and the many references to metamagic feats.
All in all, a big job.


Each combination creates a "list" as folks familiar with EoM will know. So Abjure Fire IV (repello incendia iv) is 4 magic points spent in casting an abjure fire spell, while Compel Plant IX (coacto planta ix) is 9 magic points spent in casting a compel plant spell.
That's the basic system. There's a basic spell template, and you then use magic points to add range, area, duration, and so on, and each action type has a bunch of things you can spend magic points on to do.
It does get more complex - you can combine lists. That's a whole section itself, though.
For example, let's look at the Evoke action. These cause elemental or virtue-based damage.
A basic evoke spell does 1d6 damage of effect type at short range instantaneously. Enhancements include things like:
Damage - add 1d6 damage per MP.
Enduring damage - add 1d6 damage per round for 4 MP (1 minute), 10 MP (10 minutes), 18 MP (1 hour), 30 MP (1 day). Note that these values are very high - only a god can spend 30 MP on a single spell.
Side-effects - varies accoridng to the element type (acid dissolves, air knockbacks, crystal pierces, death afflicts, fire ignites, void suffocates, etc. etc.)
Signature spells are ones you create in advance, and can use in a single action. for example, an evoke spell you create might be:
[TABLE="class: outer_border, width: 500"] [TR] [TD]Arctic Blast
Asdumo Glacies Vis
Evoke Ice VII/Evoke Nature II/Gen II
Total MP: 11
Range: Short (30 ft.)
Duration: One round; freezing lasts one minute
Area: 5-ft. wide line
Attack: MAG vs. AGI
You release a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect take 3d6 points of elemental ice damage from the cold, and 2d6 points of impact damage from slush and water.
Creatures struck by the attack are coated in ice, trapped until the spell ends or someone frees them. They may make a Difficult [19] STR check each round to break free. The ice also freezes objects of up to Large size, turning them brittle and reducing any SOAK by 10.
Costs: 2 MP ice damage, 5 MP ice major side effect, 2 MP nature damage, 2 MP medium line.
[/TD] [/TR] [/TABLE]
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