Hello! Lately, I have been thinking a lot about a magic system for a tabletop RPG I would like to host in the future. I am starting from scratch, and I am trying to make it somewhat cryptic in the beginning so that players can slowly understand it over the course of many campaigns.

So far, I’ve looked through some systems already used in many fantasy worlds: elemental magic, dark and light, gravity, etc. It’s cool, but not all of them are really explainable. If a person from our world was randomly transported to that universe, they wouldn’t be able to properly handle the magic.

Therefore, I was thinking that the universe in which the action takes place has some form of new particle that is much more reactive to the environment. For example, drawing a rune with a material that attracts this new particle, you could perform various spells. However, this would be somewhat limiting and would suck the fun out of the action (yes, let me draw this huge magic circle during a fight with an ogre).

What magic systems have you read/seen and liked? How do you think those could be improved?

  • Wit@lemmy.ml
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    1 year ago

    There’s a cool idea in the Nasuverse called “Conceptual Weapons” - magical weapons that, rather than dealing direct damage, apply certain concepts to people to make them dead. For instance you have the Gae Bolg, a spear that “reverses cause and effect, determining that it has pierced through the heart and warping reality to fit that outcome”. So how do you avoid it? Since there’s no way to avoid your heart being pierced, you try to ensure that your heart being hit doesn’t kill you, one way or another. Or there’s the Mystic Eyes of Death Perception, which allow you to see lines on people that you can trace to “apply the concept of death” to them, metaphorically taking their inevitable death in the future and bringing it into the present. A consequence of this is that it doesn’t work on immortal beings, since they have no death in the future. (it’s actually much more complicated than that, and too convoluted to explain here)

    These are kind of OP examples but you get the point - this allows you to approach combat as a puzzle for the players to solve rather than a numbers game.