It includes changes to Arcane Magic including spell points, feat based magic (inspired by Midnight RPG), revamped magic item creation, the preserver/defiler choice, etc.
The overall idea was to make arcane magic (and specifically defiling magic) more “powerful” than psionics. Low level magic doesn’t harm the environment but that starts to kick in at level 3 with 2nd level spells but today’s wizards don’t get as easy access to spells. Preservers intentionally made themselves weaker so they would not harm the environment. Defilers throw caution to the wind and cast spells without concern for the damage they cause as you’d expect.
Poor wizard only a d4 hit die…but also ya I have a wizard in my campaign who is a full necromancer defiler. 6th lvl using 5.24 Edition. He is an issue!!! But I enjoy issues, they give me something fun to shoot at.
I had an very fun system of 50 green cubes, it represents 100% supplies. Spells take d6 supplies plus. roll 1d6 per spell slots. if you end up taking a odd number like 3 supplies, then take a whole 4 cube. But that’s what i do for 5th edition. not sure spells work the same in 3rd.