What is the best magic system?

First, you tell me which religion is the best, and then I'll tell you which magic system is the best. :)


On second thought, don't. Unless you want your thread closed. ;)
 

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1st Place: The spellcasting system presented in the Thieves' World Player's Manual. Perfect blend of skill check, variable power level, etc. I also like the mage, priest, witch distinction.

2nd Place: Sovereign Stone spellcasting system. Very close 2nd. Nice spell creation system and arranged around the four classical elements.

3rd Place: Grim Tales spellcasting system. Similar to TWPM in that a skill check and spell burn is involved. For true low-magic style campaigns, probably my system of choice.

4th Place: Conan's sorcery system. For when magic is dark and corrupting, it's hard to beat.

While I think a lot of the D&D spells are broken or at the wrong level, it's a pretty malleable system. The default system sucks, but the d20 & OGL license have made it very adaptable.

Azgulor
 

Yair said:
So what magic system do you consider the best?

I'm sorry, I cannot answer that question.

At best, I can answer - what systems best fulfill the purpose for which they were designed?

For me, that's Mage: the Ascension's system. Though D&D's system also does the job it is intended to do rather nicely, I think.
 

I really like Arcana Unearthed/Evolved system, but the only thing that would make it better is...

d20 Expanded Psionics.

I know that seems strange in this thread, BUT... if a magic system worked exactly like Psionics, PLUS the ability to use diminshed spells ala AU/E, you would have my ultimate magic system of choice.
 

For me it changes as time goes on.

I think the D&D system has charm because it is extremely entrenched, with loads of playtesting and lots of variations.

I'm quite fond of the d20 CoC spellcasting system, and I've tweaked it into a very very simple, yet very very effective casting system.

GT ranks up there, as does the psionic system from The Psychic's Handbook and Black Company.

These are all d20, of course. I liked the magic from the last Mage game, didn't like the one from Shadowrun, but I haven't played a non-d20 game with a magic system in it in quite a while, I realize.

--fje
 

While I admit I'm not buying a lot of campaign settings while I homebrew - though Thieves' World does catch my interest - my current vote has to be Elements of Magic.
 

As some have said, the "best" depends on what you want that system to do. D&D has a pretty decent magic system for dungeon crawling adventures (esp. 3.x ed).

However, my favourite magic system is probably Ars Magica. The entire game is about mages and they really designed a sweet magic system for it.

Runequest was nice for flavour (lots of low key yet nifty magic in the edition I have) and I'm kind of fond of Rolemaster's magic system (especially using the variant power point system found in one of the Rolemaster Companion books) for the really nice gradiation of power and grouping of spells into thematic spell lists. When you learn fire magic, you learn a series of fire spells rather than just one. The repetitious nature of the spell lists (often including a half dozen or more "upgraded" variations of a spell) is a bit tedious but it does make sense for that system.

Old school CoC magic is great for that genre but doesn't port over well to high fantasy.

I'm still undecided as to whether I hate Talislanta 4th ed's magic system or think it is brilliant. I really need to run a new Tal campaign to figure that out.
 


Herobizkit said:
I really like Arcana Unearthed/Evolved system, but the only thing that would make it better is...

d20 Expanded Psionics.

I know that seems strange in this thread, BUT... if a magic system worked exactly like Psionics, PLUS the ability to use diminshed spells ala AU/E, you would have my ultimate magic system of choice.

Buy Elements of Magic - Revised or Elements of Magic - Mythic Earth then (they are strong related to each other, but have some decisive differences, so I suggest to read some reviews). Mythic Earth is becoming my favourite system, though.
 

WayneLigon said:
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.
This is just one of many reasons why I would consider Runequest to have produced the best magic system that does not require a really on the ball GM to constantly make major decisions of interpretation around the system. It is believable and is integrated into sacramental worship, which is cool.
 

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