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Elements of Magic (Revised)

Elements of Magic (Revised)

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Magic defines fantasy. It is the magical that makes a normal story into a fantasy that delights listeners, readers, and gamers by making all the impossibilities we can imagine become real. Dreams of magic can make even the most mundane day something to cherish, like a poem evoking the charm of the everyday world.

But sometimes, just like poems, magic can become stale and clichéd. Through repeated exposure, its novelty can wear off, and certainly, thirty years of magic missiles and fingers of death have been enough to render many fantasy gamers jaded. At its core, saying, “My love is a dove,” in a poem is as trite as, “I cast detect magic.”

Elements of Magic opens the world of magic to you, letting you create almost any type of magic-user you’d like. Magic is an artform, like poetry, and any good poet is never content to merely recite the works of others.

Elements of Magic is modular, able to fit whatever role you want it to play. It can be added to an existing campaign that already has wizards, sorcerers, clerics, and druids, perhaps representing another, higher sort of magic, or it can wholly replace the existing magic system, providing a whole new feel to your fantasy gaming. You will need a d20 core rulebook to use these rules, but this book will let you ignore the old, clichéd spells presented in those books, and create your own works of magical art.

Elements of Magic eliminates the spell memorization and preparation system entirely, replacing it with something bold, new and flexible. This book uses a spell list and magic point system, allowing you to build spells modularly, and letting you decide what the mechanics actually mean.

Elements of Magic is a rules module designed to replace the "fire and forget" spell system of the d20 Core Rules. The d20 spell system, while balanced and usable, is not flexible enough to model the magic users from most fantasy books and movies. Few wizards have ever memorized or prepared a spell, and even fewer forget them immediately afterwards. In Elements of Magic, each character has only a single spellcasting level, no matter how many types of magic she learns in her career. The Elements of Magic gives characters many times the options of the standard d20 rules. Individual spells are replaced by spell lists. Instead of learning a fireball spell, for example, a mage could learn the Evoke Fire spell list, which is very flexible as to its usage and appearance. Nor is the mage limited to fire evocations – with 20 elements to choose from, she could learn Evoke Lightning to stun and damage your foes, Transform Light to make them evaporate into a dim glow, or even exotic combinations of spell lists, such as Create Force/Drain Time, to lock them in a bubble of stasis. It would take thousands of standard spells to duplicate the effects of the spell lists in this 94-page book.

This revised edition of the bestselling  sourcebook is finally here!

This is version 1.2 of Elements of Magic - Revised Edition, containing the version 1.1 errata from the original revised edition as well as revised and updatedbookmarks and hyperlinks and an entirely new 7-page appendix of errata, changes and augmentations to the system.

Elements of Magic is further expanded and explored in its sequel product, Lyceian Arcana, also available here at DTRPG and RPGNow

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Reviews (28)
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March 6th, 2011
Very interesting and flexible magic system. Allows players to create the effect they want without sticking to stock spells. The game balance is also pretty good, though I would recommend this for campaigns featuring this as the only sort of magic class, [...]
December 24th, 2010
So I don't usually purchase pdf-only products but after reading the reviews on this one I took my chances and bought it. And you know what, my choice was not made in vain, for this is one awesome product. It is taking me a bit of time and multiple re-read [...]
December 2nd, 2008
Elements of Magic (EOM) has to be the best d20 magic system mod in existence. It allows for a free form spell casting, while on the surface, may be slow, in play time, it isn't much slower then the basic system in the regular D&D 3rd. THE CLASSES Ther [...]
February 26th, 2008
An average product. It still does not repair the 'spell-for-all-occasions' that ruins so many systems. [...]
November 18th, 2007
The only system I now allow for magic, this book is awesome. I found the 'point-based' magic system, and how it was divided, provided only slight problems, such as partial transformations. It can be worked around with a small amount of effort, definitely [...]
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Electrum seller
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File Size:
8.7 MB
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File Last Updated:
April 26, 2004
This title was added to our catalog on April 26, 2004.
Publisher Info
EN Publishing
EN Publishing
Publisher Average Rating