Since I have started reworking the system again I thought that I would use my Necromancy tradition feat on this thread....
Among the changes made to the base rules in EoM:ME -
Ritual spells are handled with the rules for complex tasks in Spycraft
add to the spellcasting roll, using different attributes for different skills - Int, Wis, and Cha are all used for various skills.
Failure is failure; in the base system close is good enough, but since I am adding attribute bonuses I can trim that away. It allows me to drop the base difficulty back down to 10 + Spell Level without actually making spellcasting any easier.
Magic items are for the most part Gadget picks.
Subdual damage is inflicted when casting Spontaneous magic, about 1 point per the effective D&D spell level - so a fireball inflicts 3 points of subdual damage on the caster.
An extra round spent casting prevents the subdual damage - if you've got time you can avoid it.
A threat does not inflict subdual damage on the caster.
A failure does not
inflict subdual damage on the caster
An error does
inflict subdual damage on the caster, and cannot be avoided by taking extra time.
An error activated as a critical failure is lots of fun for everyone.
There are Schools as well as traditions - a school is a pseudo tradition and closer to a version of ceremonial magician than to a belief system. (Wicca is a tradition, the Royal Naval Academy of Magic is a school) - otherwise they are handled in similar fashions. Most direct blasty type spells are taught by the colleges, for some reason Admiral Lord Nelson seemed fond of magic in my setting....
I actually took out the subdual damage for a while, the players wanted it put back in....
Action Dice are handled as for skills in Spycraft, given that Magic Skills are
The first tradition feat that a character acquires grants four skill points that can be used only on magic skills, defraying the cost of entry a tad.
There is a feat that grants an extra skill point per level for every Magic feat that a character possesses, including itself - this will likely be trimmed down to Tradition Feats only.
The core ability of the Mage class is that they can roll two dice when they spend an Action Die for skills covered by their starting Tradition feat.
Experimenting with rules for familiars - I am considering them to be a form of Personal Lieutenant, and scaling them accordingly. You need a feat to get one.
The Auld Grump