What are your favorite magic systems? What makes it your favorite? What systems do a good job of defining non-combat effects, as opposed to combat-oriented ones?
I’ve read up an ok amount on spell systems and game design in general, the best source of which I’ve read is “Design Patterns of Successful Role-Playing Games” by Whitson John Kirk III. Check out pages 164 to 260 for most of the relevant information.
One thing that’s really been holding me back from my game’s design is a working magic system. Here’s a kind of break down of what I got so far:
- There are four sources of magic: divine, ancestral (spirits within), abyssal (spirits without), and runic
- There are four categories of spells: offense (versus targets), affect (versus objects), support (versus allies or self), obtain (versus non-existing entities)
- Each source of magic specializes in two of each category
- Spell slots are unlocked by the player’s choice as they develop. There are no concrete class-provided abilities, and instead you develop a path specialized towards magic to gain spell slots
- Spells are leveled based on your source. Casting a spell has two costs: A number of spell slots equal to the spell’s described cost, and a metaphysical damage cost to represent the effort required to cast, which is equal to the spell’s tier you unlock it at. Think of it as “spriritual hit points”, the cost of which can be reduced by specializing against specific spells.
From there, it otherwise functions very similarly to D&D 5e, but because there are no concrete classes the spell list is EXTREMELY open, and this is the primary part I’m having a ton of trouble balancing.