Kesh
First Post
Shadowrun
Shadowrun uses what's called an "organic magic system." Basically, the caster can toss any spell they like, as many times as they like. It's all skill based... you learn spells like you would learn other skills. The limiting factor is that casting spells causes damage to the spellcaster. Depending on how powerful the spell, and how powerful the spellcaster, this may be zero damage, some stunning damage, or physical injury.
Mage: the Ascension
This one is about as far from Vancian magic as you get. Mages learn "spheres" of magic, areas of magic they can perform. For instance, the sphere of Forces allows the mage to create physical movement and energies (like a fireball), while the sphere of Entropy affects probability and decay. Combining spheres allows you to create specific effects: using Forces and Time would allow you to make an effect similar to a delayed-blast fireball.
The drawback is Paradox. Magic in this game is resisted by reality itself... fighting reality is like stretching a rubber band: pull it to far, and it'll snap back at you. Minor paradox effects just make for a bad day... gain too much Paradox, and your character will be destroyed.
Shadowrun uses what's called an "organic magic system." Basically, the caster can toss any spell they like, as many times as they like. It's all skill based... you learn spells like you would learn other skills. The limiting factor is that casting spells causes damage to the spellcaster. Depending on how powerful the spell, and how powerful the spellcaster, this may be zero damage, some stunning damage, or physical injury.
Mage: the Ascension
This one is about as far from Vancian magic as you get. Mages learn "spheres" of magic, areas of magic they can perform. For instance, the sphere of Forces allows the mage to create physical movement and energies (like a fireball), while the sphere of Entropy affects probability and decay. Combining spheres allows you to create specific effects: using Forces and Time would allow you to make an effect similar to a delayed-blast fireball.
The drawback is Paradox. Magic in this game is resisted by reality itself... fighting reality is like stretching a rubber band: pull it to far, and it'll snap back at you. Minor paradox effects just make for a bad day... gain too much Paradox, and your character will be destroyed.