|A fun system|
Effect Shaping and Energy Accumulation
Greater and Lesser Effects
Small Cost Changes
- These cost more
- Area of Effect (A lot more!)
- These are cheaper
- Bestowing a bonus
- Bestowing a penalty
- And this is new
- More Expensive
- Alchemy ingredients (only slightly)
- Less Expensive
- Portable Workspaces (mathematically speaking, point for point and minute for minute of penalties)
- Grimoires (much less expensive)
- It is impossible to buy "charms" which are now "scripts."
Out of Scope AbilitiesCertain traditions exist in the Dungeon Fantasy line to disallow fronting on another player's niche or shortcircuiting adventures, and Incantation takes this into account. Explained on detail in an aside on p.13, It is illegal to use Incantation to do Druidic nature type of abilities, or cleric healing abilities. Teleportation is one of those shortcircuiting things as well, so for those familiar with RPM, there is no equivalent to "Path of Crossroads," though some of its dimension hopping powers do exist in other new paths. In this way, the integrity of the genre concessions is maintained. However, if a GM desperately wants to allow some of those abilities because maybe there is no Cleric in the party, or the player bought that one unusual background that allows teleporting, and thinks it won't wreck the game (it might not,) nothing stops the GM from having a hidden path skill in the setting, in the vein of hidden super spells for the vanilla magic system. RPM even has an example of a secret path baked in, so there's something for inspiration on handling.
Some paths feel like they are a bit "consolidated" in this system, but as a matter of fact, I don't find that to create a power balance issue. the path of "Elementalism" could be seen to be a combination of matter and energy, for example, and maybe just because they were each powerful in RPM, it doesn't feel like it's a game breaker to me.