What is the best magic system?

Yair

Community Supporter
I'm wondering what is considered the best magic system in a roleplaying game. Granted, different rules work for different purposes but overall, some systems suck and some are just amazingly cool. So what magic system do you consider the best?

For me, it is Ars Magica. The magic system is extremely flexible, and about as much crunch as I want it to be - you can do almost everything, and the limits on that are interesting and fitting with the setting, and the mechanics are precise enough to rpovide a good mechanical breakdown for almost every effect while being specific enough to not categorize things too roughly ("that's a Highly Supernatural effect, so level 50") or too broadly ("you hurt him. For how much? Well.. ehm....").

What's yours?
 

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Personally I enjoy any system that meshes well with the setting its used in. To that point, I'll say that my favorite system has to be from Earthdawn. Not only did the system mesh with the setting, it, in essence, was the setting.
 


BullMarkOne said:
Personally I enjoy any system that meshes well with the setting its used in.
I agree with this in principle, but in practice I find I'm rather fond of the system in the WoT RPG, despite the fact doesn't really model the One Power as actually portrayed in the novels at all.


glass.
 

Warhammer Fantasy RPG 2ed magic system. No tired old "spells per day" or "mana point" rules; you can cast spells as much as you want but each casting has a risk that varies depending on how much effort you are expending.

After all, a fighter can swing a sword all day without tiring, why shouldn't a wizard be able to cast spells all day?
 

BullMarkOne said:
Personally I enjoy any system that meshes well with the setting its used in.

Also along these lines, I really like magic in the game Nightbane by Palladium. Now I know Palladium rules are crap-tastic, but in terms of a modern Gothic horror setting, it's got its merits in terms of theme and setting. The magic system is based on ley lines running across the planet made of psychic/soul energy that can be shaped into magic. With the sourcebook Through the Glass Darkly, they discuss the implications of crafting arcane effects from peoples' souls. It asks the question, if souls are what make beings alive and you're using this energy repeatedly, magic can come to life on its own. It's pretty useful for mining for ideas if you want to use magic in a horror type of setting.
 

lukelightning said:
Warhammer Fantasy RPG 2ed magic system. No tired old "spells per day" or "mana point" rules; you can cast spells as much as you want but each casting has a risk that varies depending on how much effort you are expending.

WFRP 2e had some wonky effects though. The way spell missfires are handled a better wizard has a higher chance of messing up monumentally than a novice has. I guess that's the way magic works, but still. I'll look it up when I get home, but it had to do with higher level wizards having more dice to roll those 1's, and more 1's means bigger mess.
 

Yair said:
Granted, different rules work for different purposes but overall, some systems suck and some are just amazingly cool. So what magic system do you consider the best?

I have to always go with that idea: it depends on the type of magic I want in the campaign. I've liked a lot of magic systems over the years.

I like Blue Rose's Arcana system a great deal because it gives me that Deryni/Valdemar feel of psionic-like magic that's good for small-scale personal things.

I liked the simple magic system in Worlds of Wonder, where you could husband your Power and produce many effects over a period of time, or blow it all in one big honking spell that could melt a castle wall but leave you without spellcasting ability for hours.

I liked RuneQuest's dual magic system, where you had small spells for everyday and could get very powerful spells that could only be used very rarely.

I liked Ars Magica for the flexibility, mainly because I always played someone optimized for spontaneous spellcasting. I love having a character able to do that.

I liked Everway's 'system' of approximating effects; a loose system given some degree of constraint.

I liked the simple system in Advanced Wizard, if only because it would give you fits trying to pick youur spells. So many choices, so few intelligence points....

I like GURPS Magic, because spells build on each other and I can pick and choose what I want. GURPS Voodoo and Spirits has, hands down, the best ritual magic system I've ever seen.

I like the Invocations system from Urban Arcana.
 


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