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General Tabletop Discussion
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Which game has your favorite magic system?
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<blockquote data-quote="kigmatzomat" data-source="post: 9080101" data-attributes="member: 9254"><p>Shadowrun has a fairly fast system with layers. Spells have a "drain" that casters have to resist. A powerful caster suffers less from drain. You can make a spell more powerful and increase drain. At a certain point it goes from stun damage to lethal/physical. Magic items can only be used by casters or adepts so no cyborgs with magic swords. There are "advanced" forms of magic that can be learned via Initiation.</p><p></p><p>Earthdawn has a very deep system that is a weird cross of Shadowrun and D&D. Magic powers, including spell casting, have strain. Almost everyone can do some kind of magic. Warriors can levitate inches off the ground to move rapidly or leap twenty feet in the air to deal massive damage.</p><p> The Vancian part is that no matter how many spells you know, you can only have a small number "prepared" in Matrixes. The matrices keep you from being attacked by demons. You can raw cast any spell you know but it could result in you getting possessed. Powerful spells require Threads of magic, which require an ability check to create. Some spells let you add more threads for more power. Those ability checks add Strain. Advanced casters have special Matrices that can hold a Thread in addition to a spell, or matrices that can hold two spells.</p><p>Class levels (Circles) are not just a game mechanic but are known and discussed in the setting. Unlike DnD, each level has its own spells.</p><p></p><p>Mage is conceptually intriguing. You learn topics/domains of magic (forces, time, space, life, matter) and then combine them in recipes. Level 1 is usually "sense/analyze", level 2 is "lesser reshape", level 3 is "lesser create", 4 is "greater reshape", 5 is "greater creation".</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9080101, member: 9254"] Shadowrun has a fairly fast system with layers. Spells have a "drain" that casters have to resist. A powerful caster suffers less from drain. You can make a spell more powerful and increase drain. At a certain point it goes from stun damage to lethal/physical. Magic items can only be used by casters or adepts so no cyborgs with magic swords. There are "advanced" forms of magic that can be learned via Initiation. Earthdawn has a very deep system that is a weird cross of Shadowrun and D&D. Magic powers, including spell casting, have strain. Almost everyone can do some kind of magic. Warriors can levitate inches off the ground to move rapidly or leap twenty feet in the air to deal massive damage. The Vancian part is that no matter how many spells you know, you can only have a small number "prepared" in Matrixes. The matrices keep you from being attacked by demons. You can raw cast any spell you know but it could result in you getting possessed. Powerful spells require Threads of magic, which require an ability check to create. Some spells let you add more threads for more power. Those ability checks add Strain. Advanced casters have special Matrices that can hold a Thread in addition to a spell, or matrices that can hold two spells. Class levels (Circles) are not just a game mechanic but are known and discussed in the setting. Unlike DnD, each level has its own spells. Mage is conceptually intriguing. You learn topics/domains of magic (forces, time, space, life, matter) and then combine them in recipes. Level 1 is usually "sense/analyze", level 2 is "lesser reshape", level 3 is "lesser create", 4 is "greater reshape", 5 is "greater creation". [/QUOTE]
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Which game has your favorite magic system?
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