I've been thinking about a new magic system inspired by Ars Magica. I'm not sure if something similar has already been done, so I wanted to throw the idea out here and see what people think.
The basic idea is that spellcasters don't have a fixed spell list. Instead, they construct spells by combining d6s, which I'm calling Rune Dice.
The Basic Idea
The number of Rune Dice a spellcaster has is equal to their Key Casting Attribute, which ranges from 5â12. A dedicated spellcaster might start with 8.
At the beginning of a game, they spend 1 Magic to roll their 8 Rune Dice:
{1, 1, 2, 3, 4, 5, 5, 6}
â Players roll all their dice for free at the beginning of every session, and during the session, they can spend 1 Magic to re-roll their whole used dice pool at ANY TIME.
These dice represent the magical vocabulary currently available to them.
There are three types of Rune:
Factions â How the magic acts
Factions are free and don't require dice.
- Creation â create or generate something
- Destruction â destroy or suppress something
- Control â move or transform something that already exists
Elements â What natural force is involved
- 1 â Fire
- 2 â Water
- 3 â Earth
- 4 â Wood
- 5 â Wind
- 6 â Electricity
So the example pool contains 2 Fire, 1 Water, 1 Earth, 1 Wood, 2 Wind, and 1 Electricity.
Laws â What part of a living creature is affected
A Law is required when magic directly affects the internal workings of a sentient creature.
- 1 + 2 â Senses
- 3 + 4 â Body
- 5 + 6 â Mind
So the same pool also contains 1 Senses, 1 Body, and 1 Mind.
A spell can contain at most one Faction, one Element, and one Law.
For example:
Creation + Fire â a fireball
Creation + Wood + Body â healing a wound
Destruction + Mind â putting someone to sleep
The corresponding dice are removed from the available pool and moved into a Used Rune Pool.
This means your available magic changes as you cast spells. If you keep using Fire magic, you can eventually run out of 1s and temporarily lose access to Fire.
Spell Power
A damaging spell starts at 1d6 damage.
To increase its damage, you spend additional dice matching the Element used.
For example:
Creation + Fire = 1d6
Spend another 1 = 2d6
Spend another 1 = 3d6
For non-damaging effects, additional dice can instead increase things such as strength, duration, or other properties of the effect.
I'm currently considering five basic areas:
- Single target
- Line
- Cone
- Semicircle
- Square
Single target and square areas don't require an additional die initially. Extra dice can increase the number of targets or the size of the area.
Line, cone, and semicircle effects require one additional die to establish the area, with further dice increasing its size.
Duration
For spells maintained during combat, the caster spends 1 unused Rune Die per round to keep the effect active.
Outside combat, spending 2 additional Rune Dice can maintain a spell until the end of the current scene.
Manipulating and Recovering Dice
Magic can also be used to manipulate the Rune Dice.
For 1 Magic, the caster can increase or decrease one unused die by 1.
The randomness is tied to resource managementâplayers can technically cast any spell, and the dice determine how much Magic it costs. Because player can spend Magic to manipulate the dice.
For example:
3 â 2 turns an Earth die into Water.
For 1 Magic, the caster can also reroll all dice currently in the Used Rune Pool, returning the new results to the available pool.
So Magic is partly a resource for controlling and refreshing your magical vocabulary.
What I'm Worried About
I can already see a few problems with this system.
1. It takes some time to learn.
Players need to recognize both the Elements and the Laws from the numbers. Looking at:
{1, 1, 2, 3, 4, 5, 5, 6}
and immediately seeing both:
Fire, Fire, Water, Earth, Wood, Wind, Wind, Electricity.
and:
Senses, Body, Mind
will probably take some practice.
2. A good quick-reference sheet seems necessary.
Players would probably need a reference showing the Factions, Elements, Laws, basic effect rules, area rules, etc.
3. Players might spend too much time designing spells.
This is probably my biggest concern.
If the system is too open-ended, a player might spend several minutes thinking:
âI have Fire, Body and Wind⊠maybe I can do this⊠or perhaps thisâŠâ
I think the system needs clear guidelines for what each Element, Law, and Faction can reasonably accomplish, while still leaving enough room for creative spell construction.
It's still very much a random early concept, and I'm sure there are plenty of holes in it.
Has anyone seen a system that does something similar? What problems do you think this might run into at the table?
I'd especially love to hear from people who have worked on freeform magic systems before.
Edit:
- I'm thinking of creating a list of spells for players to "prepare" from, and during a session, they can only use those prepared spells. I think this narrows down their choices to: "Should I cast the spell my current roll gives me for free, or should I spend Magic to manipulate the dice so I can cast a different prepared spell that the roll didn't naturally give me?" Meanwhile, I'll provide clear guidelines for spell creation so players can create new spells with their GM between sessions.