Magic: The Science and Art of Causing Change
From: 93 Games Studio
Reviewed by: Ron McClung
Magic: The Science and Art of Causing Change is a new OGL d20 e-Sourcebook from 93 Games Studio.
From 93 Games Web site:
OGL and D20 rules for the modern era do not accurately portray modern magical systems. Unfortunately the rules lack the ability to reflect “real world” effects and systems, such as Wicca, Hermetic, Voodoo, etc. The idea that power and ability are level based is contrary to how most modern practitioners would describe the method for advancement and improvement.
But, what would you do, scrap the whole system and try another game [how about The Swing]? For most people the time, money, blood, sweat and tears that they have put into learning D20 Modern make that a non-option. This is where Magic: The Science and Art of Causing Change may help more accurately model “real world” magic and concepts. Magic: The Science and Art of Causing Change fundamentally changes the way magic works in D20 Modern allowing for the ability to play realistic modern magicians.
With this introduction, I got the feeling the feeling that the authors were like many who feel that d20 is broken and needs fixing. I, for one, recognize that fact and adapt the game rules to they way I run. I am a big d20 fan, but at times, I do find myself frustrated with some of d20’s quirks. I am a big d20 Modern fan because I feel in many ways, Modern fixes some of those quirks.
From page #1:
“ WILL powers all things. With our WILL we able to understand that reality is not a rigid shape, but more like a bowl of water. ”
Magic: The Science and Art of Causing Change takes a strong philosophy about magic and takes bold steps to make it “realistic” in the d20 Modern game. This supplement is divided into three sections – Reality, WILL and Rules.
Reality – This section deals with the basic structure of Reality and explains why magic works. Some would say that is an oxymoron but at the heart of it is the concept that reality is created in the minds of those who experience it Through a series of philosophical arguments and rationalizations, it ends with the final statement that changes in reality are made possible by the application
of a person’s will.
WILL – The section explains how magic works. Delving deeply into the philosophical concepts of Will and our ability to effect reality with, the section justifies the author’s approach to Magic in the modern genre of roleplaying. The author explains that there are two types of magicians: Visualization Magicians who beg their Wills to produce magical effects and True Magicians who COMMAND their Wills to produce magical effects. Obviously the latter is much more defined and stronger than the other.
From page #2:
“ Magic: The art that purports to control or forecast natural events, effects, or forces by invoking the supernatural. The American Heritage® Dictionary of the English Language: Fourth Edition. 2000.”
Rules – This section provides the OGL rules for using this supplement. Magical effects in this system are accomplished through Rituals. This section supplies a detailed ritual creation system, defining a spell ritual in terms of casting time, range, target, area, and other common d20 spell aspects and characteristics. Each characteristic effects the DC of the ritual. It is well laid out and clear. In my attempts to make a fireball, it was very simple and made an interesting effect.
Also included in the Rules are two advanced classes summed up under one heading – Magician. The character chooses at first level which he wants to be – a visualization magician or a true magician. Among the things this advanced class has to choose from are the styles of Magic and their limitations and traditions. Defined in these pages in simple terms are “real world” magic styles Wicca, Hermetic, and Chaos. These are visualization styles with limitations like Magic Circle and Altar – characters defined later in the text. Additionally, there is a long list of links that a user can use as a resource for real world ritual magic. The final pages of this section include a handful of original spells as well as list of converted SRD spells.
In conclusion,
A lot of work and thought has been put into this sourcebook and I find it actually very handy and useful. It is well written and reasonably balanced. Of course, a system like this can be abused so a GM has to keep a close eye on any spells made by players, but it is definitely versatile and imaginative.
For more details on 93 Games Studio and their new OGL d20 e-Sourcebook “Magic: The Science and Art of Causing Change” check them out at their website http:///www.93gamesstudio.com.
Magic: The Science and Art of Causing Change
From: 93 Games Studio
Type of Game: OGL d20 e-Sourcebook
Game Design: Keith Taylor
Writers: Keith Taylor
Graphics Design: Keith Taylor
Layout: Keith Taylor
Number of Pages: 27
Game Components Included: One PDF File
Game Components Not Included: Core d20/OGL rulebooks
Retail Price: $ Type Dollar Value (US)
Website: http://www.93gamesstudio.com
Reviewed by: Ron McClung