05-23-2014, 05:25 PM | #1 |
Join Date: Jul 2013
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Help picking a magic system
I need help picking out a magic system for a game I'm running.
The system needs to be combat capable. Have enough spells it can simulate a system with a long history. Have rules for creating spells, to simulate the cutting edge of magic. I'd appreciate opinions on what system to get and why. |
05-23-2014, 05:31 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Help picking a magic system
Several systems will work for those targets.
The Basic Magic system is probably the most combat capable overall. RPM is good but your going to have to worry abotu enough Charm slots. |
05-23-2014, 05:31 PM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: Help picking a magic system
A few suggestions:
Realm Magic Syntactic/Runic Magic Ritual Path Magic Note that these tend to be the more flexible systems. Runic in particular gives the feel of "ancient Magic" while all three permit the creation of new spells on-the-fly. I would have tossed in Standard Magic (it gets no love), but for the fact that it doesn't have set rules for coming up with new spells. (Coming up with new spells for it seems to be an art, not a science.)
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05-23-2014, 05:36 PM | #4 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Help picking a magic system
Knots and rings and anything that closes upon itself often has a magical symbolism. You can make something of that.
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05-23-2014, 05:45 PM | #5 |
Join Date: Nov 2009
Location: Oregon
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Re: Help picking a magic system
I'd actually rate RPM above Basic Magic in terms of being able to cast substantial combat spells (ie, more than 1d fireballs every other turn). Big spells in Basic are quite draining, meaning you're only likely to fire off one or two during a given encounter. With RPM, combat casting will mostly be restricted to Charms, which a competent mage is likely to have over a dozen of. His most useful effects will probably be party-wide buffs, but he can also fire off major direct-damage spells in a pinch, and without leaving himself near-incapacitated afterwards.
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05-23-2014, 05:45 PM | #6 | |
Join Date: Aug 2007
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Re: Help picking a magic system
Quote:
With its' systems or prereqs Standard Magic does have spells that are more advanced than the spells that came before. If you limit PC knowledge at start you will have these more advanced spells yet to come. This is obviously not perfect but Gurps doesn't really have a an existing system that meets your goals completely.
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05-23-2014, 06:24 PM | #7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Help picking a magic system
Quote:
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05-23-2014, 06:40 PM | #8 | |
Join Date: Sep 2007
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Re: Help picking a magic system
Quote:
AD&D had some rules for dumping gold into spell research to invent a new spell (though I've forgotten the details). Ars Magica had a system for doing lab research, a season at a time. In GURPS, sometimes people use the Gadgeteering rules. RPM has a section for creating Grimoires on 32, referencing the invention rules -- though grimoires aren't exactly spells. GURPS Magic has some brief rules on p15 for conceiving new spells. (Also some rules, or at least guidelines, for calculating their energy cost -- but that's the "defining the mechanics" system, not the spell invention system.) |
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05-23-2014, 06:52 PM | #9 |
Join Date: Jul 2013
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Re: Help picking a magic system
The game I'm running right now has two distinct worlds in question. One has a long tradition of magic but is rather stagnate. Magic hasn't changed in thousands of years.
The second world has recently rediscovered magic, and they are quickly expanding their knowledge on the subject. So I need a system that can handle both worlds, and players who are doing the creation of their own spells. |
05-23-2014, 07:05 PM | #10 | |
Join Date: Nov 2009
Location: Oregon
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Re: Help picking a magic system
Quote:
Last edited by vierasmarius; 05-23-2014 at 07:13 PM. |
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