I’m glad you’re here. Consequently, there is a lot of information here on magic systems. It's mysterious, easy to understand and solid as a brick. I may try to convert it to a Pathfinder type system, if I have the ability and the time. That means if someone throws a fireball at them, they can just absorb it or launch it back. Plus, they’re so much fun to create. Aside from material realm, there exists also data realm, which is basically source code of reality (think Matrix). The Secret To Understanding The Different Systems Of Magick. Can cancel fireballs, or redirect it to empower the Nether magic. That's probably evident to those of you who have read my work. Take a look at the article on Magic and consider what it is; some claim it's usually a kind of Applied Phlebotinum. Instead of standard evocation (i.e. The first one was vestige magic, which involved binding spirits to oneself, which sounds a bit like the Furies system you're describing. I'm not sure I'd ever use the binders as written, since they struck me as overly powerful relative to other 3.0/3.5 classes, and were clearly part of the mental transition to 4.0 that was underway inside Wizards at the time, but there is a core of really interesting ideas and mechanics in there. Magic systems can be based on many different kinds of principles. The system in that is color based, which is alluded to as the soul in people it seems. I imagine the wizards all wear perfectly shaped rings and bracelets. By using our Services or clicking I agree, you agree to our use of cookies. Magicka has a unique spell-casting system that's based on queuing up elements such as fire, water and stone. I call it Falsebourne, and it allows the caster to use both types. Late post but I wanted to share. Everyone can do pretty interesting things and although its a bit dice heavy we found it works just fine. One of the most interesting ones that I've run is a d20 Modern game using wounds/vitality. It's just that I've gotten so used to it, it doesn't spark my imagination anymore. Dark Messiah was a spin-off from the Might and Magic series, a first-person perspective shooter/slasher with deliciously meaty combat and its systems were full of kinetic joy. Holy magic stems from the Satan's adversary who is not the creator while chaos magic comes from a hung of lovecraftian cosmic monstrosities. The Shadowrun magic system sort of works this way, in 3rd Edition at least. What was a potential problem is that spellcasting ability wasn't really game balanced in any way: if you were a sorceror, you were just plain more powerful than non-sorcerors, period, and if they didn't like it they could just quit and join a campaign somewhere else not based on Moorcock. And creatures taking the orders from the PC very literally, can bring some funny/deadly stuff out. Can you briefly describe how the Dresden Files magic system works? While there are a few commonalities between most magic systems, a number of authors have created truly novel and fascinating systems of the arcane and obscure. C all it bias, that’s fine, but Brandon Sanderson is brilliant at creating unique magic systems. Some elements can be combined in the queuing process (such as fire and water to create steam). It never broke the rules of the universe as we know it, even the space flight was limited to other habitable planets within the star system. I've always liked the magic system in the old Deadlands RPG. It also has a magic system which makes you work for it. There were no skyscrapers or crystal spires to match the togas because all the people lived in an agrarian, not industrial, society despite having space flight and robotics. I want my magic system to have more than just the standard fireballs and lightning bolts, but I’m having a hard time coming up with non elemental magic and would like some options on what that may look like. Like, extinct. I'm hoping to try running a high fantasy game in the near future, but there's one thing that's been bothering me lately. Most unique, original, and interesting magical systems Harry Potter is a wonderful series, but also has the most obvious and traditional magical system out there. Anybody can use one, if their willpower is strong enough. Feel free to add all the ones I’ve forgotten/not added in the comments. I've been a fan of fantasy novels ever since I picked up my library's copy of Harry Potter and the Sorcerer's Stone as a nine-year-old. While this lets the possible magics a person is able to develop be huge, they only ever have 2 active magics. Roughly 90% of all magic used by mortals falls under the ARCANE source. Yet there is absolutely nothing interesting (nor original) about the magic system. Any magic that a person or creature can use is genetically passed down to them. one where every spell is guided by the same metaphysical laws If you want magic that’s inspired by tradition or folklore, you’ll have a tough time. Wood? Not sure if it is what you want. For example to cast a basic fire spell as anything more than just an equivalent of a match, you have to build a magic circle using enchanted materials. Can I give up all of them except sight to be able to see anything happening anywhere at any time? I cannot second this enough. It's kind of convoluted, but that's why I can simply say "magic!". Even divine magics used by priests is technically arcane since the divine magic they receive is basically arcane magic filtered by deity and 'flavored' with special properties unique that deity before being passed on to a mortal follower. One of the last books to come out of D&D 3.5 was the Tome of Magic, which had 3 alternative magic systems. Due to the complexity of these knots, however, most mages can only mess with certain "easy" areas like the arms, hands, and legs. (Nether = Mental. Alchemists rely on understanding and technology (they can basically program/rewrite reality), thaumaturges on ability to perceive and affect metaphysical links between phenomena and objects (mostly accompanied by lengthy ritual and bunch of talismans), when Qigong practitioners on harmony with external world (through practicing meditation and martial arts). Hi I am new to forums so you may have to bear with me while I get the hang of this. By E.A. Something) pellets which have runes inscribed on them. The spells were converted to spell points (as in Unearthed Arcana), but instead of spell points, casting took vitality. The fourth edition was released as a free pdf, http://gdr.net/imago/Scritti/Ars_Magica_4th_Edition.pdf. The man went against the grain when he created the Metallic Arts magic system in his book Mistborn. What's really neat is the idea of the people who were HOLDING the magic while the portal exploded. Don't get me wrong, the mechanics are solid. I have humans in one of my dimensions that use necromancy to seal the soul of a Phoenix in their own body. The player then makes the best poker hand possible which determines the effectiveness of the spell. The magic in this series is based on wine, the growing, creation, and drinking of it. In the story I am writing, a portal was opened to our realm, it got destroyed by a big, mean ass dragon, and it hardened into shards (A mix between Wheel of Time and Stormlight Chronicles.) Cookies help us deliver our Services. Here's a link by the way. Welcome back! Unique magic systems are a great way to hook readers. In one of my shelved worlds there is a type of magic called portomancy. There are 8 basic elements (each assigned to a key) of which up to five can be queued up. Because of the explosion, both sides have dropped a whole hell of a lot. Well, that was one of about five magic systems. That's here. The problem being that magic as almost no gameplay design: A lot of rules explain how to bind creature and the possible drawback but only a few example of what each creature can do is given and that didnt follow any rules. Looks like you're using new Reddit on an old browser. Without a source of your magic it's difficult to create all the other elements, at least if you're planning on a somewhat realistic and exciting system.There are plenty of sources you can use, like bodily energies, energies in the air, power bestowed by the gods, powers within blood, pools of magic in the world, a worldwide life force, magical artifacts and so on. People had advanced robotics and psychology and space flight but their society was based on secrecy and power, not the free flow of information and democratic rule. So, I set out to create a completely new unique magic system. Or, to fuel your space ship you would use little (wax? This subreddit is about sharing your worlds, discovering the creations of others, and discussing the many aspects of creating new universes. There are just layers and layers to the magic system and the way they're revealed in the books was great and it always works within the logic and rules of the world. The creation of new worlds and new universes has long been a key element of speculative fiction, from the fantasy works of Tolkien and Howard, to the science-fiction universes of Burroughs and Asimov, to the tabletop realm of Gygax and Barker, and beyond. angle that came with it. Also, the size of the circle plays a role as you can't really summon giant elementals out of a simple ring. That’s because folklore contains a slew of eclectic components like potions, pentagrams, wands, chanting, and crystal balls. All spells are contained inside special stones, and the stones destroy themselves after one use. Fel magic is used by demons/Devils and is sourced from my universe's satan equivalent. I was about to recommend Stormbringer myself, though - it's one of my favorite fantasy RPG magic systems. Well this is for the non magical beings anyway. They also published some additional spirits to bind to online and in a few of the other books that came out around that time. The first and probably most important aspect of magic is its source. But stitchers still can't deal with the more complicated knots. 23 votes, 21 comments. The larger the sacrifice the more powerful the magic becomes, so as a last ditch effort this allows someone to take their enemies down with them if they're going to die anyway. So you would have things like, medicine being just sugar pills with little runes inscribed on them. The Dresden Files RPG has a very open-ended and customizable magic system. So Necromancy can be used, and all that kind of stuff. It was one of the main hooks to the storyline I thought. Another interesting group are the Berserkers. It's one of those books that gives you a LOT of different options, so you just use what you like, and ignore the rest. You could cast yourself into a coma. I also since I watch alot of Anime would like to create my own complex unique magic systems like for instance the chakra system Naruto has. Making potions and incense that could enhance the mind or body like the Psyche magic. For artists, writers, gamemasters, musicians, programmers, philosophers and scientists alike! I loved Binder as a one or two level dip. (i.e. I would like to stray away from calling Magic users Wizard,Magician, etc. I put together a post a while back that had an inventory of different and evocative magic systems from across different game lines. A solid, interesting and innovative system of magic in a book is something that really appeals to me. Unique magic systems I'm hoping to try running a high fantasy game in the near future, but there's one thing that's been bothering me lately. They aren't born anymore if Nether got into the bloodstream of Natural. But thanks to the Nether, they can also force minds to act again. Making them truly immortal, reviving if they die etc. Also, the upcoming game Tenra Bansho Zero (http://www.tenra-rpg.com/blog/) has a very cool magic system based on Taoist magic. The books I read that started this, for the record, were The Warded Man and the Furies of Calderon series. Here are five of our favourite magic systems and their creators: 1. In my current setting I have three magic systems (Modern Alchemy, Thaumaturgy and Qigong) based on Plato's Cave. They understand everything about the knots that hold life together and their knowledge allows them to wreak havoc. Tropes Stock Superpowers: A list of specific types of common … Press J to jump to the feed. As a Fantasy author, the subject of World Building is near and dear to my heart. Since starting this blog, I have worked hard to show how to create magic systems. Unfortunately, I haven't had time to read both in-depth. I haven't gotten too deep into it as I'm trying to develop several plots and hold that use this system in interesting ways and have only developed two so far. /r/rpg is for meaningful discussions, questions, and help related to tabletop/pen & paper role-playing games(TTRPGs). Introduction I like magic systems. My story takes place in the future (space ships and whatnot). They impregnate the women they capture and cast a berserker enchantment on them. Thanks to the dragon blowing up the portal, the Nether magic and the Natural magic is trying to cancel each other out. 10 Fantasy Books with Unique Magic Systems (that Can't Currently Be Adapted) There are plenty of great fantasy adaptations out there right now, but some fantasy worlds have magic systems that just wouldn't work on screen. Mix this with the fact that recently, I've read or reread a few books with really, REALLY cool systems of magic, and you end up with a GM who wants to try mixing things up. Actually using them requires them to destroy some of their genetic material. Mine is called Stellomancy. Outward’s magic it more ritualistic in nature than in most games. Here's the important part though. That’s where unique magic systems come into play. Alchemy was understanding the mental and physical affects of minerals, plants, and animal parts. — Vineart War – Laura Anne Gilman. To create something insane aka: Raising the dead). It had something for pretty much any style of play, and carried some great flavor with it. Often-times, the magic system can make or break a fantasy setting. When casting a spell the player makes a roll against the relevant characteristic. The universe … This system is a work in progress. Magic systems can be simple or complex, intuitive or formalized, flashy or subtle. But yes. You’re not pushing a button. The runes are created and powered (somehow) and to release the power and get the effect the rune must be destroyed. I wanted magic to be painful, and take serious effort. The most extended rule concern binding demon to object: Each characteristic of demon giving either a bonus to damage for weapon, or to protection for armor, and so on. If you pick melee combat as your focus, you’ll find yourself hacking orcs to pieces with swords, whacking them around with staves, and every hit and every parry feels like it has proper weight behind it. It's the precursor to the magic system in Mage: The Ascension (and thus :The Awakening), and is significantly more evocative, a "fireball" spell would involve you having sufficient ability in "Creo" (Create) and "Ignem" (Fire). Only special magic users, called Hexileons, can do that. That was pretty much the best, hands down. Alchemy was chemistry. Somebody who uses stones is not considered a mage, though, a person who makes stones is a true mage. So yeah, if anyone else has ideas, or recommended reading that you think would help me come up with a good method for a game, please let me know. Magical essence is a finite resource and is harvested unsustainably from large draconic creatures. Even though Modern Alchemy is pretty common (85% of Europe's population can use it), the last two traditions are treated rather like urban legends, since in most cases they are much less useful or potent and thus not worth researching. That's a very interesting and original idea. Magic exists, and works in a way convenient to the story and the writer. My use of it in conjunction with the Hellfire Warlock may have been pushing the munchkin boundary a bit, but hey. The universe is interplanetary fantasy, and each different planet has different constellations. An expanded form added some other suggestions in a geeklist here. Machina could bring objects to life and to do your bidding and was the domain of engineers and priests. I wanted to know all of your original and unique systems of magic for your worlds. Then the player draws 5 cards from a standard card deck, plus 1 card for every 5 over the target number their roll was. I thought Truenaming was a really cool idea, myself. — but it’s not like technology either. I'd second the idea that strong_grey_hero mentioned- with casters taking damage/stress for casting spells. Mix in a bit of fluff, and you have something really unique. I wanted to know all of your original and unique systems of magic for your worlds. It's based on the FATE system if I'm not mistaken. Harry Potter books are great, and they're fun. Psyche was hypnosis. "I cast Fireball") the sorcerer actually summons a creature who does something for him. It also seeps out into the world over time similar to a rainforest producing oxygen, but when slain the monster releases a large dose of the essence that is captured and transported. PS one of the main focuses of my magic system is spirits. Also, most mages can only untie and re-tie their own knots as every person is different but some mages can manipulate other people's knots. The Dresden Files system is downright fascinating. Basically, portomancy is the ability to open wormholes to other dimensions, thus summoning creatures and other things from these dimensions. I have an idea for a system where users give up one of their senses for enhanced ability in another. Press question mark to learn the rest of the keyboard shortcuts. True Sorcery is hands down the best magic system ever, and its designed for 3.x. Not an exact science, but it was fun. The stronger a spell, the harder it is to resist damaging yourself from mana drain. By Anthony Gramuglia Published Mar 26, 2019. It kept things fairly well under control, and added many a plot hook. All forms of magic in my universe stem from basically four seperate sources; HOLY, FEL, ARCANE, and CHAOS. The effects of the magic might be interesting, but the books shouldn't really be considered in a "Most Interesting Magical System" category. If a magic user has a mana crystal on hand they can destroy that instead of their body. My setting has your normal magical schools, however the thing that makes it unique (I think, might be wrong) is that a human can only learn one school, any more their mind begins to weaken and will eventually break sending them insane. My group always made sure to play up the apostasy "organized religions hate you forever!" I'm familiar with the Dresden Files. The good part being that, magic can become a way to put a campaign in new direction: An Elemental god can be angry that PCs bind some of his creature (there is rules for that kind of stuff) and launch a sort of vengeance upon them. Living things are made up of threads that are tied/woven together to create a creature. I am looking for a couple of new series to start reading, I enjoy unique systems, but mainly books that have lots of magic use. The world this all took place in was a hybrid between Ancient Greece and science fiction. While my magic system is nothing special. Psyche, Machina, and Alchemy. Warbreaker is like that too. Mages manipulate these threads to change themselves and what they can do. Press question mark to learn the rest of the keyboard shortcuts, Hermetica: Superheroes, Alchemy & Murder Fetuses. Magic is a unique part of writing speculative fiction that other genres don’t have to deal with, and I love reminders/checklists as I world-build. (And that's just Weird West, not Wasted West.). Personally, I consider a magic system good if it is both deep and versatile enough to allow an author to express additional things beyond mere arcane mechanics with it. Only one person in history has learned more than one and not had any side effects (he was evil so that could be considered a side effect). Mine is called Stellomancy. I've never gotten to play it but I was amazed by that system of throwing together magic. The only way to kill one of these Phoenix lords is to rip the phoenix soul from their body using spectral magic and then killing them. Then, when injested, they would dissolve in your system and give the desired effect. A system of magic with no limitations is not particularly compelling. In Furies, every single person (with one exception) have elemental spirits bonded to them that they can order out to make things happen. When I read a book which has a fresh and original magic system it makes the story so much more interesting for me personally, for example, "The Final Empire" by Brandon Sanderson has an amazing magic system. After not long at all, I started seeing how "black and white" this assumption really was! Magic is just cool, and sometimes you’ve got to give credit where credit is due, even when a magic system is more creative than the story in which you discover it. The former puts magic totally out of the hands of humans, but allows magic and the demons that are made of it to be influenced by geometric patterns and runes. If you’re designing a unique system from scratch, you should have little trouble. New comments cannot be posted and votes cannot be cast. My magic system has to do with knots and string. Earth, water, fire, air.) If you haven't already guessed it all magic was "trickery" or "not real magic". Give up smelling for enhanced sight, for example. It allows you to put you spells together, on the fly, in a modular way. (Natural = Elements. Magic isn’t mysterious like religion — you don’t pray for a fireball, you cast a fireball! Your magic system should be uniquely designed to fit your world, and poaching someone else's system will only leave you with a boring and unoriginal idea. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. You understand that there is a system but are never really given reason to question it. Magic, in D&D at least, just isn't that interesting. Koetting. But neatly enough, Falsebourne are decendants of the people who were actually holding magic, be it Nether or Natural when the portal exploded. Stellomancers have the ability to summon and harness the power of those constellations. The more perfect the circle, the more stable the wormhole. You can allow magic user PCs access to more powerful stuff, but with some serious risk- especially if that kind of damage can't be healed except by rest. Gandalf didn’t use his powers to destroy the One Ring, so readers didn’t need to know how his magic worked to find the ending of The Lord of the Rings to be believable. Compulsion, Psychosis, Fortune Telling) (Falsebourne = Ability to mix and match. In a 2013 interview, Bardugo explained how she painstakingly constrained her own magical system, devising molecular chemistry for the smallest flick of a wand and muttered spell. Those shards are used to increase attributes, but will completely kill any Natural magic the bloodline could possibly have. summons a fire demon) The cool thing about this is you don't necessarily know how powerful the monster is going to be before you summon it. Most of what a given creature can do is left to the appreciation of the GM and imagination of the players. It’s this “Small Science” Alina must master, along with whatever other physics her special magic challenges. With that in mind, here are the top ten coolest magic systems in fantasy, by series title. The soft to hard magic continuum is just that – one end not better than the other and all with their challenges as we puzzle them together. Having an explanation doesn't make the magic stop being magic. Here’s a list of a few books off the top of my head that have unique magic systems. And then to top it all off there's even backstory to the whole world, the gods (shards) and the Cosmere adding more rules and mythos to the source of all the magic in Mistborn. However, if your magic system serves more to create a fantastical ambience than to resolve any major conflicts, then explaining how magic works on the page likely isn’t necessary.