schneeland
Hero
I also enjoyed the Ars Magica system, but since it was not mentioned, I want to add: Shadowrun (I have mostly played 2e, so maybe newer editions change things).
You have dedicated spells, and you can cast them at a force level F (basically as in D&D5, where you cast at the minimum or at a higher level), and then you have to face the repercussions of wiedling magical energy, i.e. mechanics-wise you do a resistance roll against F/2, with damage going first to your mental damage track, then to your physical damage track.
I like this approach for multiple reasons:
You have dedicated spells, and you can cast them at a force level F (basically as in D&D5, where you cast at the minimum or at a higher level), and then you have to face the repercussions of wiedling magical energy, i.e. mechanics-wise you do a resistance roll against F/2, with damage going first to your mental damage track, then to your physical damage track.
I like this approach for multiple reasons:
- It has a clear metaphor what happens in the fiction (you channel magical energy through your body)
- It supports the fiction of exhausting yourself through spellcasting (as e.g. Raistlin in Dragonlance) and even getting a bleeding nose if you wield magical energy above your limits
- Gameplay-wise it provides a risk-reward mechanic allowing interesting tactical decisions in action scenes.