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What’s the coolest magic system in a game you’ve ever come across
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>>96797290
The one in Genesys
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>>96798093
Tell me more
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>>96798107
no
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>>96798228
y
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>>96798107
Magic is both clearly defined and open ended.
It lays out the fundamentals of basic magic like summoning, damaging spells, enhancement, debilitations, etc and how you can modify those spells with each modification increasing the difficulty of the spell check.

In Genesys difficulty levels are incredibly easy to set. Often just add a challenge dice to the dice pool for each difficulty level. Challenge dice, however, have more failure chances than your beneficial trait dice have success, so they are not a 1 to 1 comparison and a single challenge dice is a pretty big deal. The maximum challenge rating is five challenge dice with a possible threat die (challenge dice on steroids) replacing one of them.

The result is a system that lets magic do pretty much anything but it also lets a caster absolutely cut their own throat because the GM is duty bound to make miscasts fail in impactful ways (you summoned a demon fine, but you don't control it. You cast fireball successful but it explodes before you send it flying, etc). If you are casting level appropriate shit? You just take strain. You get slapped hard for over reach.

Also, any time you use magic to accomplish a task that would fall under any other skill or trait's wheelhouse, you increase the difficulty level of the task. Magic CAN do anything but using it to solve shit that the thief or warrior types could handle is more complex than just doing it the old fashioned way.

Also, general magic fuckery (telekinetically moving a book from a shelf to the table, warming your cold tea with your mind, etc) doesn't require a check of any sort. You are a mage, you should be flaunting that shit a little. Flipping an unknown book to the exact page you want or other quasi important stuff needs a check though.
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i put mana in and a spell come out
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>>96797290
The one in Ars Magica
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>>96800475
>magic fuckery
I let my players do little magical tricks easily enough without making them take a spell specifically that does this. And rolling is only needed if there's a chance of failing. For the most part, I consider it like opening a door. I've failed to open doors in real life before, but for the most part I've got that shit handled. Every once in a while, I basically tell them something unexpected happens, especially if they are trying to effect something already being touched by magic.
>>96797290
The only thing I'll add to this is the best, most impactful magic systems in games I play have some severe limit or major cost. It's not fun otherwise. I'm even debating making cantrips cost a spell slot for my 5e game I run, but haven't committed yet.
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The historical RPG Maelstrom
Which recommends letting the players roll to cast magic but not actually have the roll take any effect.
If the game master wants to run a strictly historical game.
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>>96801527
>Making a cantrip cost a spell slot

It's much easier to treat missed spells as miscasts and make them suffer backlash.
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>>96801685
That almost seems meaner. I'd have to think about that.
I had this Wiz player for the longest time that refused to use spells. She was brand new and liked her bow. W/E personally, I just let it roll, she had decent Dex.
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>>96800475
>Challenge dice, however, have more failure chances than your beneficial trait dice have success
The opposite.
Green ability dice have 5 success on 4 sides while purple difficulty dice have 4 failures on 3 sides.
Additionally blue boost dice have 4 advantages while black setback dice have 2 threats.
Only red challenge dice and yellow proficiency dice are symmetrical.
And when you add doodads to your spell, you increase difficulty, not upgrade it, so you add purple dice, not red ones to the pool.
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>>96797290
my own.
>save vs spells to keep the spell.
>no spell slots.
>regain spells if at correct spot during solar eclipse.
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>>96797290
I more or less like BoL's 'make it up as you go' approach to spells. Arcane points and spell difficulty act as a brake on OP shit along with Flaws for delving too deep into magic. Not perfect, but quite functional.
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>>96797290
40k psychic powers and systems that make the 'cost' of magic be it's unpredictability.
But 40k in particular since most powers do things that have basically no overlap with other class abilities while being powerful.
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>>96797290
Necromancy in Ironclaw. Mostly spells are "mana in, magic out" and you roll some dice to compare successes. Necromancy however rolls a shitton of dice, and those opposing it get to roll huge pools of multiple attributes too. But if anyone has three 6s show up on their results? Success or failure, bad shit happens. Necromacer loses control of a spell or gets possessed by a dark power; priest trying to break a curse gets cursed too; hero fending off a flesh rotting spell instantly becomes an undead slave, etc.
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>>96798249
cuz



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