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What is the best magic system?
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<blockquote data-quote="WayneLigon" data-source="post: 2709499" data-attributes="member: 3649"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I liked Everway's 'system' of approximating effects; a loose system given some degree of constraint.</p><p></p><p>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....</p><p></p><p>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. </p><p></p><p>I like the Invocations system from Urban Arcana.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2709499, member: 3649"] 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. [/QUOTE]
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