Aeric
Explorer
RangerWickett said:I prefer to tone down the strength of magic, but make it more flexible. If you know how to create a fireball, I think you should be able to create a fire line, a fire helix, a fire shield, and so on. I have to use a different magic system to accomplish what I want, but I found a way to include traditional Vancian magic in the setting, in the form of mages who believe in strict rules and laws, and who have access to more powerful magic because of it, but without the same flexibility of self-trained mages.
I can't speak for the current edition, but GURPS used to have a magic system very similar to this. Most spells were a part of a chain: first you learn how to light a candle, then a torch, then a campfire, then a bonfire, then a wall of fire, and then a fireball. The downside was that, since GURPS spells were effectively skills, wizards had to be really specialized in order to be really good at any magic.
HERO/Fuzion used a system where you had the most basic of descriptors for a spell/power ("ranged, energy, lethal damage") and the fluff was up to you to come up with. That way you had wizards flinging lightning bolts and psions firing off mind blasts, but mechanically it was the exact same thing.