I'm building a campaign where magic returns to a magic-dead world at the end of the first adventure or two (and then players stat-out their characters).
I'm looking for a magic variant where magic "feels new"... if that makes sense.
I don't want something that is a codified system of schools, specific spells etc.
I've been working on taking what I like from the Wheel of Time system (a small number of spells that are fairly open-ended in use and scale in power depending on what spell level they are cast at).
I thought about doing just "Wish: The Cantrip" (not some new whitewolf game
) through "Wish: The 9th Level Spell" but that seems like a nightmare to adjudicate, in all honesty I don't always want to need to think about some totally random (possibly abusable) effect mid-adventure.
That being said, it's taking a lot of time away from other aspects of the campaign I'd like to develop and feed to my future players asap.
does anything like this already exist? I'll be using something along the lines of the "Generic Spellcaster" class from UA and the Vitializing magic system as well, perhaps a few minor house rules to demonstrate that magic is still new and wild.
If someone knows of a pre-existing system that might help me out, please let me know, it'd let me get back to developing other areas of the campaign more quickly, otherwise I'll continue with my building of a new system.
EDIT: the thought *did* occur to me that when magic returns beings from other planes could make their way into the world and teach these people the nuances of the existing magic system from the core rules, but that seems rather contrived to me, I would prefer a system that feels more natural in the campaign.
I'm also debating continued lack of gods, so a god of magic imparting the knowledge might not work so hot either. I'm looking for something like, "the shock of the raw amount of magical energy pouring through you when it returns blows open bits of your mind and you intuitively learn how to control the energies (and can then pass that knowledge on) leveling up is a matter of honing and strengthening what you can do, new effects are a matter of cunning and creative application of basic concepts"
I'm looking for a magic variant where magic "feels new"... if that makes sense.
I don't want something that is a codified system of schools, specific spells etc.
I've been working on taking what I like from the Wheel of Time system (a small number of spells that are fairly open-ended in use and scale in power depending on what spell level they are cast at).
I thought about doing just "Wish: The Cantrip" (not some new whitewolf game

That being said, it's taking a lot of time away from other aspects of the campaign I'd like to develop and feed to my future players asap.
does anything like this already exist? I'll be using something along the lines of the "Generic Spellcaster" class from UA and the Vitializing magic system as well, perhaps a few minor house rules to demonstrate that magic is still new and wild.
If someone knows of a pre-existing system that might help me out, please let me know, it'd let me get back to developing other areas of the campaign more quickly, otherwise I'll continue with my building of a new system.
EDIT: the thought *did* occur to me that when magic returns beings from other planes could make their way into the world and teach these people the nuances of the existing magic system from the core rules, but that seems rather contrived to me, I would prefer a system that feels more natural in the campaign.
I'm also debating continued lack of gods, so a god of magic imparting the knowledge might not work so hot either. I'm looking for something like, "the shock of the raw amount of magical energy pouring through you when it returns blows open bits of your mind and you intuitively learn how to control the energies (and can then pass that knowledge on) leveling up is a matter of honing and strengthening what you can do, new effects are a matter of cunning and creative application of basic concepts"
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