Ironcarnum is a magic system designed with very specific goals in mind. First, create a magic system that is equally useful to any class, and not limited to a single class. Second, integrate the magic system into the existing rules as much as possible, eliminating any concept that is merely a magical version of something that already exists. Third, cover only the magic that is useful to adventurers, and ignore trivial magic or magic that is best handled by storytelling rather than rigid rules. Finally, make sure that magic is simple, flexible, and fun, just like the rest of Iron Heroes.

In order to do this, I've decided that the best form for a magic system to take is simply that of a new Mastery category. This allows me to avoid creating new basic structural mechanics; instead, I can rely on the excellent feat mastery system to ensure that anyone who wants it has access to useful magic. Feat masteries enable a player to jump into a new mechanic late in character development and still get all the juicy, level-appropriate abilities at the top without making people who've stuck with it since the beginning feel cheated. As well, it provides a basic balance level to follow, so overall balancing of the system is much less difficult.

In addition, I have broken with D&D tradition in several places so that I can use existing mechanics as much as possible. By doing this, I ensure that someone can start using Ironcarnum at any level and immediately apply the full force of their existing levels, rather than being stuck with initiate magics that failed to be effective 10 level ago. For example, casting a damaging spell relies on your BAB, not an unnecessary 'caster level' stat that serves the same purpose. As well, damaging spells are cast as attack actions and do damage similar to weapons. This is a large break from most magical systems, where you might expect to see a fireball take a standard action to cast and deal a handful of d6s of damage. However, this also makes the entire system much easier to balance, and meshes it into existing mechanics quite firmly. There's no need for Quicken Spell when Two-Weapon Fighting gives you extra attacks that you can use to cast additional spells. This allows me to avoid further unnecessary duplication of mechanics.

All of these changes may seem radical at first, but I believe they are ultimately for the best. Read up on the system, check out the rules, and skim the feat descriptions. You might be pleasantly surprised.


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