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Rating: Summary: An alternative magic system to drop into any campaign. Review: The Codex Mysterium gives you an alternative magic system to drop into any D20 or D&D campaign. If you don't like the standard D&D magic system, take a look. It also includes rules for creating your own spells. (NB: Actual RULES for creating spells, not just guidelines and suggestions.)One complaint: They duplicated almost everything from the base Sovereign Stone book that you need to use this magic system in your own campaign except for one thing: The basic spells that are in the base book. There's plenty of new spells in the Codex, but you'll probably want the one's from the base book too.
Rating: Summary: An alternative magic system to drop into any campaign. Review: The Codex Mysterium gives you an alternative magic system to drop into any D20 or D&D campaign. If you don't like the standard D&D magic system, take a look. It also includes rules for creating your own spells. (NB: Actual RULES for creating spells, not just guidelines and suggestions.) One complaint: They duplicated almost everything from the base Sovereign Stone book that you need to use this magic system in your own campaign except for one thing: The basic spells that are in the base book. There's plenty of new spells in the Codex, but you'll probably want the one's from the base book too.
Rating: Summary: A D20 system that has balance and makes a good story Review: The Codex Mysterium provides a good system for replacing the basic D20 system. I've never liked AD&D's memorizing spells, and have often come up with home-grown systems or use other third party systems. The problem is, memorized spells just don't match the way most fiction portrays magic. You never get to the point where you can just do simple spells with a thought, like you can with the GURPS system. The Codex's system provides the ability to get to that point, and does it without sacrificing game balance. It balances the ability to cast unlimited spells per day with the chance of failure and a potential cost in hit points for overdoing it.
Rating: Summary: A D20 system that has balance and makes a good story Review: The Codex Mysterium provides a good system for replacing the basic D20 system. I've never liked AD&D's memorizing spells, and have often come up with home-grown systems or use other third party systems. The problem is, memorized spells just don't match the way most fiction portrays magic. You never get to the point where you can just do simple spells with a thought, like you can with the GURPS system. The Codex's system provides the ability to get to that point, and does it without sacrificing game balance. It balances the ability to cast unlimited spells per day with the chance of failure and a potential cost in hit points for overdoing it.
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