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This site contains information about using the Ars Magica (ArM) magic system with the d20 System from Wizards of the Coast (most notably the system used for Dungeons and Dragons). The Ars Magica magic rules are widely hailed as the best ever created, and seeking a more flexible magic system, I took a crack at adapting them for d20. Please note that this site is focused on converting the magic rules, not the entire Mythic Europe background, campaign and flavor (although the magic system draws much from these). It is my first humble attempt; I welcome all comments, feedback, and—in particular—ideas for improvement. Also note these rules have not yet been play-tested. Note that to use these rules, you will need to have a copy of both the Player's Handbook, 3rd edition, and the Ars Magica core rulebook 4th edition. I have not comprehensively duplicated the rules from Ars Magica needed to use its magic system in a d20 campaign. The many detailed rules for spell level calculation, formulaic spell effects and statistics, and virtues/feats (to name a few details) are not duplicated here. Comparisons with the D&D WizardFirst and foremost, the ArM Hermetic Mage is very powerful, and will end up dominating any campaign to which the class is added. The reasons for this is pretty simple; the Hermetic Mage was taken from a whole campaign setting, Mythic Europe, in which they are the dominating, albeit behind-the-scenes, force. Even in terms of game play, the whole experience of Ars Magica revolves around the mage, and "adventuring parties" center around one or more magi, with their companions (somewhat subordinate associates) and the lowly "grogs" playing supporting cast roles. Finally, Hermetic spells tend to be more powerful, often doing damage or having effects without the benefit of a saving throw for the target. Here is short synopsis of how ArM magic, as adopted to d20, differs in other ways from D&D magic.
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