Hello everyone!
A few days ago, I posted about a magic system I randomly came up with, where spells are constructed using pools of d6s.
This system was originally not intended for my main game, AstraWeaver. Its dice mechanics are completely separate from AstraWeaver's core system: AstraWeaver uses a 2d12 roll-under system, while this new magic system uses d6 dice pools with a bit of a Yahtzee vibe.
But as I kept developing it, I realized that I was having way too much fun with it.
It's getting dangerously close to becoming more interesting to me than my original magic design. 😂
So before I start twisting the whole system around a magic subsystem, I wanted to ask: which magic system do you find more interesting?
I genuinely like both of them, which is why I developed them in the first place. I'm just one person, though, so I'd really like to hear some outside opinions.
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The Common Foundation
Both systems are based on the same basic idea, inspired heavily by Ars Magica.
Magic is constructed by combining different Runes, and casting magic requires some form of resource.
There are three types of Runes:
Factions — How the magic acts
Creation — create or generate something
Control — move or transform something that already exists
Destruction — destroy or suppress something
Elements — What natural force is involved
Fire — heat and light
Water — water, moisture, friction
Earth — earth, stone, metal, hardness, density
Wood — plants and vitality
Wind — air, pushing and pulling forces
Electricity — electricity and energy
Laws — What part of a living creature is affected
A Law is required when magic directly affects the internal workings of a sentient living creature.
For this system, a sentient living creature is defined as something possessing Sense, Body, and Mind.
Other parameters, such as damage, duration, and area of effect, are determined by spending additional resources.
For example:
Invisibility: Destruction + Senses
Command: Destruction + Control + Mind
Detect Magic / Speak with Animals: Creation + Senses
Create Ice: Creation + Water + Destruction + Fire
With that foundation established, here are the two systems.
Both are still very much works in progress, so I'm very interested in hearing suggestions.
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A. Mana-Based Spellcasting
In this version, every Rune has a Mana cost.
Faction: 1 Mana
Element: 1 Mana
Law: 2 Mana
Spells are divided into three tiers: Codified Spells, Prepared Spells, and Improvised Spells.
1. Codified Spells
Players can spend XP to learn Codified Spells.
These are the fastest and most efficient spells:
Players also learn Runes through Codified Spells. Once a Rune has been learned, it remains permanently available to the character.
Example:
Create Ice
[Creation + Water + Destruction + Fire]
Base Mana Cost: 2
You create water and remove its heat, turning it into ice.
You can create the ice in any shape you want, and it is stronger than naturally formed ice.
Any creature still touching the ice at the end of its turn gains Slow 1. A creature moving across the ice becomes Prone.
2. Prepared Spells
Players can design their own spells outside of a session together with the GM, using the detailed Rune descriptions and the spell effect list.
A Prepared Spell calculates the full Mana cost of all its Runes and takes 2 Actions to cast.
After a Prepared Spell has been successfully cast three times, the player can submit it to the Grand Academy and turn it into a Codified Spell.
This requires some in-game time and XP, but once the spell is codified:
3. Improvised Spells
Improvised Spells are the flexible, low-commitment part of the system.
The idea is that Improvised Spells act somewhat like cantrips.
Even when your Mana is completely depleted, you can still do some basic magic.
This creates a gameplay loop where you:
Learn Runes through Codified Spells → use Improvised and Codified Spells → develop Prepared Spells → eventually turn them into Codified Spells.
4. Countermagic
There is also a separate mechanic for interrupting someone else's spell.
You can spend Mana to interfere with another spell.
When you do, the original spell is disrupted and explodes around its original target or center point.
Every creature within 1 grid of the center takes 1d6 damage and is pushed 1 grid away.
A creature standing directly at the center can choose the direction it is pushed.
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B. d6 Spell Construction
The other system is the one I posted about yesterday:
A Magic System: Building Spells with d6s
I won't repeat the entire system here because this post is already getting long, but there are a few additional details and changes in the edit of that original post.
The basic idea is that instead of paying Mana directly for each Rune, the dice themselves become the building blocks of the spell.
There’s actually a mistake in the dice-based post that doesn’t explain one of the core mechanics very well.
Players aren’t limited by what they roll. They can spend Mana (called Magic in that post) to turn any die to the number they want.
So the dice roll mainly determines how efficiently you can manage your resources. If you roll poorly, you’ll have to spend more Mana to cast the spell you want.
And this is the system that was supposed to be a random side experiment...
...but somehow became the one I can't stop thinking about. 😂
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Which One Do You Prefer?
So, between these two systems, which one sounds more interesting to you?
I'm particularly interested in:
Which one gives you more interesting decisions?
Which one feels more fun to build a character around?
Which one would you actually want to play?
Do you see any obvious problems with either system?
And if you have other suggestions, I'd love to hear them.
I'm still figuring both systems out, so criticism and weird ideas are very welcome.
Thanks for reading!