Magic Alternatives?

Started by
59 comments, last by Landfish 23 years, 10 months ago
What are the *MOST ORIGINAL* magic systems you have seen or imagined? I''m especially interested in systems that don''t limit spells with numbers, but rather create a balance that discourages spell overuse. Anyone?
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
Advertisement
Well, one magic system I like is the one used in the CRPGs Natuk and Nahlakh ( http://www.proudft.com for SW versions). In those systems, every attempt to cast a spell takes strength and makes spellcasting more difficult, until in the end of a long battle the wizards/clerics are usually only capable of casting very simple spells. Failing in casting usually took even more strength (and once the strength was gone, it would start draining HPs). In those games, magic was also fairly weak compared to, say, FFs or AD&D games (at least, the gold box games - I haven''t played BG) and was meant more to support the fighters and weaken the enemy before contact. IMO it''s far better than mana-based systems.
Personally, I prefer Betrayel at Krondor. Every spell you take drains your HP. Of course, this would take away the spell Heal, but sometimes you just have to compromise.
I experimented once with that in a table-top rpg. My reason was that you were channelling the natural forces of the world through your own body... which had the added bonus of driving your character slowly insane.


It'' interesting that these systems *technically* let the player cast spells whenever he wants... but you''d be amazed how out of their way they will go to avoid using spells if thier sanity depends on it.
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
I like the systems where magic is used the other spells go down..like you have to exercise those.
so you have to keep using real attacks not just magic
real attacks to keep yoru hp up...
and spells you have to exercise too.
of course most people would probably only do magic..and little hp..but make hp need to be exercised more.
sound good?
Uh, say again? No offense, but I couldn''t understand that, and I''m a native speaker in english... Can you be a little clearer?
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
I have been thinking this a little recently. Personally, I have been working to create a spell system that really encourages strategy and discovery. I think part of the problem with modern *fantasy* magic systems (disclaimer: there are bound to be exceptions, but this is in general) is that they lack a sense of mystery concerning magic. The sense of awe and mystery has left because magic systems explain and/or quantify everything (which is what computers are good at). In ancient times magic was a very strange and mysterious force that was to be feared and wasn''t completely understandable even to the magician!

I am considering using a system where there is a magical language that has to be put together piece by piece in order to create a spell. This way the player is not limited to a certain number of spells. The players could experiment with combining the pieces to create new spells and slowly discover the mysterious language of magic. Part of the effect of having a combination spell system is that a player needs time to cast a spell and also needs a clear head to remember how to create the spell (just like a real mage).

This system then, of course leaves the question of how do you control the level and complexity of spells being cast? One way is to assign a cost to each piece (or use some other formula to calculate the cost of a spell) and somehow subtract that cost from what a user is currently able to spend to cast a spell. The resource spent could be manna or health or strength or gold, etc. Another way is for a player to be required to have a necessary rune (or other item) to cast a piece of the spell. This way you can control how powerful of spell pieces that the player has by what runes they have. An idea I am still toying around with is to allow the players to cast any spell they want or know or, but they have a spell handling skill that determines the successfulness of casting spells. More complex spells cost more manna and have a tendency to backfire with creative results (not just the standard “The spell backfired and fizzled out or hit you instead” but rather “you just alerted all orcs within a square mile to your presence”, etc.). Of course there’s always the negative consequence of casting a spell, such as magic causes the mage to go crazy, blind, or even magic is an evil force that draws the attention of evil (think of the one ring from Tolkien).

Hope this helps give you some more ideas. I suggest going to a store that sells table-top RPG’s and thumbing through a few books to see how they handle magic, they sometimes can give good inspiration.

Hmm.. how about sacrifices? Like reagents, only they could be a bit more bulky and rare (or common).

For example, food, animals, or (!) people.

THAT would be interesting.
I know a guy who used the language thing in his mush. He literally designed a language that allowed the players to manipulate the Mush itself through a layer, then gave them one or two commands, but didn''t tell them what the commands would do!

When there was a syntax error, he had it generate gross consequences. Very good deterrent to magic overuse...

So here''s some food for thought: Sunraith is right, and I know why magic isn''t mysterious anymore. In the cases of most mythology, magic was RARE, UNQUANTIFED, and ALL POWERFUL! But if you have players using magic, it can''t be all powerful, cause that interrupts balance right?

Ideally, magic would be all powerful and impossible to come by. You could implement that pretty well in a single player, but never want to risk it in MMORGP. Unless, you institute countermagic, something i''ve rearely seen in games.
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
What do you mean by countermagic, Landfish? A spell with opposite effect? Or an object to defeat those posessing such magic {like silver for werewolves, stakes for vampires,etc?}

This topic is closed to new replies.

Advertisement