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How would you design a magic system for a Harry Potter style of play?
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<blockquote data-quote="Bayushi Seikuro" data-source="post: 3661115" data-attributes="member: 23328"><p>My vote would be for one of two things:</p><p></p><p>Ars Magica. If I recall right, the magic system boiled down to [verb] [noun]. Like my personal favorite: Creo Igneum, Create Fire. After that it boiled down to shaping it into effects, if I remember right. It has been many years since I've played it after all. </p><p></p><p>My other suggestion would be from the Black Company campaign. Magic falls under a Magic skill, you have an effect (let's say an attack spell), it has a base DC. You raise the DC to do things like add targets, increase damage dice type, increase the # of damage dice used, increase the save DC etc.</p><p></p><p>Again, I think a key point too would be to determine why certain spells are charms or potions, and if they can be used in another form; I've never read Harry Potter, so I don't know how much of an issue it is.</p></blockquote><p></p>
[QUOTE="Bayushi Seikuro, post: 3661115, member: 23328"] My vote would be for one of two things: Ars Magica. If I recall right, the magic system boiled down to [verb] [noun]. Like my personal favorite: Creo Igneum, Create Fire. After that it boiled down to shaping it into effects, if I remember right. It has been many years since I've played it after all. My other suggestion would be from the Black Company campaign. Magic falls under a Magic skill, you have an effect (let's say an attack spell), it has a base DC. You raise the DC to do things like add targets, increase damage dice type, increase the # of damage dice used, increase the save DC etc. Again, I think a key point too would be to determine why certain spells are charms or potions, and if they can be used in another form; I've never read Harry Potter, so I don't know how much of an issue it is. [/QUOTE]
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How would you design a magic system for a Harry Potter style of play?
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