sjmiller said:For me, I am rather fond of the system used in SPI's DragonQuest (later owned by TSR). Experience is spent learning individual spells, which have a percentage chance of being cast correctly. Casting spells causes Fatigue loss. Try and cast too many spells, or too powerful spells, and you can rish the spell backfiring or you could just pass out.
Oh, and the spells are divided into schools, and you only learn the spells in your school.
It's really quite simple, elegant, and models itself well to classic fantasy fiction.
Glyfair said:You know, I've never really seen a magic system that I felt was completely right. I've always felt I was "settling."
It's been a long time since I used the Dragonquest system. I'm not even sure I used it when we played DQ (can't remember what type of character I was playing). I did, however, use the magic system in a couple of Melanda, Land of Mystery campaigns. I felt it was a good system to graft onto other systems.
The Sovereign Stone system seemed like an interesting variation for a low magic world, but I never got to test it. It did feel like the spells should be a bit more for the length of time required to cast them, though.
For D&D, though, my favorite is Monte's Arcana Unearthed/Evolved system. Heightened/diminished spells are something I absolutely would like to see in the next update of the D&D system. Spell templates are a nice idea, allowing variations on spells without having 6 variations of the same spell floating around the books. The only thing I'd consider changing is keeping the divide between divine & arcane magic in some way.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.