How would you design a magic system for a Harry Potter style of play?

blargney the second said:
I'd go with a d20 Star Wars Force system.
-blarg
Indeed.

Just rename "Use The Force" as "Wizardry" and come up with a less martial version of the Jedi, and name it "Wizard/Witch".
 

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I don't particularly thing D&D's magic system works for HP, but if I had to use the framework, I would use something akin to the Epic magic system. Spells require a certain Spellcraft DC to cast, Wands give a bonus to Spellcraft, and maybe to certain types of spells. I think I would require an Int-check to learn a spell, but not necessarily have a limit to the number you could learn.

I would treat all magical items and effects as spells. Potions would require more time to prepare, and must be imbibed, but can be stored - so they might have a slightly lower DC to "cast". Something like the Philosopher's Stone is therefore easier to create than an instant spell with the same effects.

If I needed to use Vancian magic, I think I would use Wizards as written, but run a Gestalt game, so that all the characters are not alike. I'd allow characters to take Wizard/Wizard, for effect.
 

I've actually been kicking this very question around for the past couple weeks, and having just finished the 7th book (very good, BTW), I'm left with the conclusion that a Harry Potter magic system would almost have to be far more free-form then most of the magic systems I have experience with (with the possible exception of True Sorcery).

The 7th book is loaded with new spells never shown in the previous books, and while there seems to be very little in the way of new spells created, the list of existing spells is simply immense. I suppose what could be done is create a list of some of the more common spells (and their effects), but leave the door open for players to "create" new spells (in a far more free-form manner then most systems), but instead of them being created, they're simply learned from some dusty tome.

As for the system beyond the spells, limiting it in any way to some list of "spells known" simply feels off, unless the list is extremely large. I could see some sort of skill system, where a certain number of points have to be placed into a spell before it sticks with you (or perhaps you need X number of points, and before that you have a substantial failure chance, or a penalty to Spellcraft).

IMO, the biggest hurdle for doing something like this is that the magic system is going to be a central focus of the game: there really aren't anything akin to fighters, rogues, clerics, etc, so the spell system *is* the game. For the game to be more then a passing interest, the magic system would have to be quite versatile.
 

There is magic without wands and such, but it seems to be limited. So a wand focus, or maybe a staff or rod focus to update it into D&D is in order, but then what?

SAGA force powers.

Everything you know goes in your suite, and once you use a power it's gone until the next encounter. Skill check to activate it, the higher the skill check, the more it can do (DC 10 for a minimal kind of punch).

I'd lump in some ways to get individual powers back into the suite (such as a Signature Spell feat that lets you put it back in). It'd require a wand.

Viola!
 


I'd lean towards a skill-based system. Make every spell a skill. That automatically favours higher-intelligence casters for increasing their repertoires. Allow untrained checks on spells, and I'd definitely include some room for synergy bonuses on untrained spell attempts based on how many other spells you have ranks in.

Being a skill-based system, everything is a roll versus a DC, Defense, or opposed roll. Effects can scale based on effectiveness of the casting roll. Failure can range from a mere fizzle to a catastrophic backfire. Tables can be fun here.

"Metamagic" such as casting without a wand or without vocalizing the spell would function similar to metamagic: it either makes the casting check harder or puts penalties on the casting check.

Potions is more like crafting and therefore governed by that skill. No need to change anything there.

Harry Potter is a setting with pockets of high magic and areas where magic is forbidden. In a place like Hogwarts, characters can get away with firing certain spells willy-nilly. In the unpoliced wilds or in magical areas with no enforcement, anything goes. In Muggle territory, casting even a basic charm could bring the Ministry down upon your head. The balance factor for magic, therefore, shouldn't really come from the system itself in an arbitrary fashion (such as restricting use of magic by encounter/day). Rather, it should come from the gamemaster and how they handle the consequences of the characters' use of magic.

Say a character decides to bully his fellow Hogwarts students with his spells. He might get away with a few Wingaudium Leviosa's to fling his victims into a tree. But if he were to go further and use a Cruciatus curse, he'd probably find himself on the business end of a wand held by a high-level Hogwarts professor.

Also, gamemasters shouldn't rely on magical challenges in such a game. If players think dropping all their ranks into useful spells is the answer, the gamemaster can throw something as simple as a situation where they have to climb, jump, and rely on "muggle" skills to overcome.

Personally, I'd see the whole game as a level-less version of d20 where the main rewards are skill ranks and feats.
 


Roudi said:
I'd lean towards a skill-based system.
Hermione excels at too many spells by the 3rd book to use the D&D skill system. I agree with using the Epic spell system (without the XP requirements) as a much more sane basis. You study a spell for a while, make a Spellcraft check and it is added to your repertoire. You can cast as many spells as you want. Spells require spellcraft checks to cast. If you had to do skills, you'd use the Hogwarts classes as the skills: Charms, Transformation, Potions, Defense Against Dark Arts, etc. I'd elaborate but I'm in the middle of reading the last book and it's calling me....
 

How many spell-based classes are there at Hogwarts? Charms, Transfiguration, Dark Arts/Defense against the Dark Arts ... if each of those were a skill, it'd be a lot more manageable, and you could set the various "spells" with their own DCs, some of them super-high, some of them low (like lumos).
 

You know, I'm actually writing something at this very moment (in another window) that would work very well for this. It's archetype-based magic that requires a character to expend a point of Mana (for balance purposes) and make a 'skill' roll to cast a spell (said roll consisting of chucking a number of dice equal to the rating of a given archetype). In d20, I would swap out the default archetypes for skills specific to classes taught at Hogwarts.
 

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