Quote:
But now it hit me that there become so many more angles playable when magic elements are combined with it.
It would be helpful if you could expand upon what particular "angles" you have in mind.
Quote:
1. Becoming a cliche
Try to avoid "magic points" concepts. Don't make magic just another health-type bar.
Avoid the stereotypical library of effects: damage dealing, buffing, defense, healing.
Definately no fire balls, lightning bolts, or instant full-body healing.
Quote:
2. having people hear about my game and go "Magic, that blows" ( and I'm talking about your typical teenager that thinks magic is little kid crap)
Avoid sparkly particles and glowing auras.
Stay far away from pointy hats, robes, wands, and riding broom-sticks. I'm sure I didn't need to mention those. [disturbed]
Consider the 'psionic' angle. Remote viewing, mind reading, mind control, and at higher levels things like telekinesis, pyro, levitation. Too much beyond that you start getting into 'superhero' type powers which again might seem like kiddie stuff.
Quote:
3. Having magic elements without interfering with or nullifying modern day technology. (ie Fire explosion spells vs. rocket launchers)
You could keep magic relatively passive; no attack spells. Make them reactive to some stimulus. Detection, defenses, and stationary traps.
You could have no "casting" and tie all magic effects to items. Again you'll want to avoid cliches like staves, cloaks, rings, and amulets.
You could go the route where the magic is done by some deity, who bestows artifacts or blessings upon it's followers as a reward for correctly performing some ritual (or a curse for doing it incorrectly). This seems out of place for a modern setting, but still could work (think H.P. Lovecraft).
That's all I can come up with right now.