Updating My Magic System
I'm updating my magic system, including the original post that describes the system narratively (sorry if this annoys). I thought I'd also walk through it a bit in this post...
The goal is a magic system that feels magical; no easy task. I took elements from my favorite magic systems: Jonathan Strange and Mr. Norrell and A Wizard of Earthsea. Magic is like music: some can, some can't; some read, some intuit. Magic is of the world... a mage asks favors of it and/or does favors for it.
- ask a stone to gather its brethren and create a road
- ask the air to withhold itself from a creature until it is unconscious
- ask a still lake to reflect a scene its been witness to
- ask the moon to hold back the tide
- help tell the story of a misdeed that a forest or church or statue cannot alone
Totems can also spark a player's creativity for spells for their mage:
- bark from a hanging tree
- a stone from an enemies castle
- any manner of items found in an apothecary
- a king's slipper
- a coin from a beggar's cup
Burdens are ballance in the magical world (Earthsea). Representing them with tarot is part GM/Player support and part... well... mysticism? They're an oracle for storytelling, and give consequences a symbolic, narrative hook instead of being just a penalty.
Promises are like cantrips. Any mage worth his socks should be able to cast these simple, ephemeral spells. Substantial magic requires Rituals that can take days, weeks or even months. And then Summoning is the crazy train of opening yourself up to the whims of the Fey. Eg. only they can bring life back to the dead?
I try to provide just enough structure and support, while leaving it open to interpretation and creativity at the table. It certainly won't be for everyone... and perhaps not even anyone but me :D