Your favorite Magic system?

My favourite of all that I've seen to date is Cthulhu d20 - you can learn as many spells as you can find, but casting them has consequences (normally ability damage and Sanity loss).

I've heard that sovereign Stone is interesting (something about keep making spell checks and accumulate results until you reach the appropriate DC?)

Iron Lore sounds like it might be interesting considering the little snatches heard so far.
 

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System-wise I like the revised version of Elements of Magic the best.

But since I'm such a Slayers fan, I like the magic system in Slayers d20 the best. A spellcaster makes a Fort save to cast a spell successfully (DC ranging from 20 to 90 before you start taking into consideration metamagic feats) and, depending on the degree of success (or failure) the nonlethal damage (ranging from 1d6 to 16d6) the spell deals to the caster can be doubled or halved, and in the worst case scenario the spellcaster ends up fatigued. Even if you fail the Fort save, the spell goes off if you succeed in a control check (caster level + stat approriate to the spell) against the same DC - 10.

There's other stuff to it, including gaining a +5 to both rolls if you shout the spell's name as part of the casting, spellcasters being able to form magic barriers that block spell damage, and all but one healing spell being limited in how much damage they can restore to a given character in a day. The worst part about the system is that there aren't that many spells already in it (and most of them are for blowing up stuff in different ways), and there isn't a spelled out way of determining the Fort DC for a new spell yourself.
 

I can only comment on the systems that I know. I have the most experience with the core rules sy stem, which I think works very well. However, I do think that the Arcana Unearthed system has several elements that I like. Casters can memorize spells, but can only cast so many spells per day based on level. Similarly, casters can chose to swap one spell for another if needed. Plus, some of the templates are interesting.

I guess that the best magic system is the one that works best for your game.
 



Crothian said:
Isn't this like picking my favorite color of blue? There are some differences sure, but they are all more alike then different.
I dunno, the WoT system and Psionics seem fairly different from the slots-per-day method.
 

Andor said:
You find it here.

It's a pretty neat little game. The most internally logical fantasy world I've ever seen and I particularly like the idea that hit points actually represent the learnable skill your spirit has of holding onto your body. Nobody expects an experienced fighter to die simply because you shot him through the heart.

Check out this great thread on rpg.net about taking D&D literally. It's long, but very cool.

http://forum.rpg.net/showthread.php?t=178323&highlight=taking

Actually, I'm starting a new thread inspired by the discussion.

:)
 

Crothian said:
Isn't this like picking my favorite color of blue? There are some differences sure, but they are all more alike then different.

I'd say the Call of Cthulhu d20 system was way, way different... effectively you can have casting which isn't even a class ability, just something anyone with few enough wits can do (and I meant that the way I said it :))

Cheers
 

I really like:

The core magic system - it has some undefinable 'classic' appeal to it. No matter what the system, nothing ever feels the same as throwing a fireball at a bunch of goblins? Perhaps it's a nostalgia thing?

Another vote for Arcana Unearthed - the variable casting levels and simple/complex/exotic spell definitions struck a chord with me.

It's magic by another name, but 3.5 Psionics - found they worked really well in my last campaign. Well thought out and fun system.


Outside D20, I'm a big Ars Magica fan - it's just great!
 


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