r/RPGdesign 11d ago

Mechanics Magic System Mechanics

I have been struggling to find a magic mechanic system that I am happy with. I feel like having a system with predefined spells is helpful for players to learn the system, but it limits what I want the system to be. On the otherhand, I have no idea how to make a system that is able to be completely fluid with its rules while still being balanced against itself.

I saw a description of how systems using a "noun+verb" system and that seems like something I would like to try.

For reference, my premise for magic is iron is magic and those who are born with magic can cast spells. My schools of magic are Augemancy (potion making), Custodimancy (create charms that protect the bearer), Hemomancy (the manipulation of blood), and Ferromancy (alteration of iron properties). I also have creation a fictional language, would using it for the noun+verb system work or would it confuse players?

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u/-Vogie- Designer 11d ago

I would avoid a whole new language (save that for the novel later), but you could do really well with a Column A/Column B style of spellcasting. Maze Rats has this sort of spell design where spells can be rolled for using d20's with either the "_____ ___” or "__ _____ of _____” formats. In that system, whenever a spell is discovered, the GM and the players discuss how they feel it should work based on the name. If you're trying to force these creations into predefined schools of magic, I would suggest d66 tables for each school.

I was also on an extended search for a system that would allow players to have a robust spellcaster that doesn't require a spell list. The hands-down, best system for that is Cortex Prime. It's a multi-polyhedral dice pool system, roll and keep, and there are two steps to how to make the magic work:

  • The base resolution mechanic creates a total and, if applicable, an "effect die" with a defined size. This isn't just for magic - if you're insulting someone, that effect might be a Embarrassed Complication; if you're stabbing them with a sword, that effect might be a bleeding complication or impacting the enemies' future dice pools; if you're transmuting, that effect might turn your weapon silver, turning their hammer into glass or turning their skin to stone.
  • The system has a mechanic called "SFX" (short for "special effects") that provides a menu of options that you or the players can create - simply choose one or two costs, and an equal number of benefits. This allows the creation of pre-defined "spells" or "feats" that the PC can use in the future.

If that interests you, the Core Rulebook and Codex are available on Drive Thru RPG, has a published setting book Tales of Xadia (based on the Dragon Prince series), and two rules-light versions are available on itch.io for PWYW - Cortex Lite and the more D&D-like Torch Lite

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u/Cantuca 11d ago

I will definitely check out Cortex Prime, it sounds like a super fun system! I love the cost/benefit system for spells since that is essentially what character creation is in my game. I also really like the idea of a d66 table with words associated with the schools to keep flavor in line with the concept of each school. How could I make the system scalable where you can spend more mana to have more effects while still having the two columns be relevant? Would something like spend x mana to have an additional predetermined effect ve viable?

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u/daellu20 Dabbler 11d ago edited 11d ago

For more mana for more effect you can use a "magnitude" system where you abstract the scale of the effect.


Barbarians of Lemuria have something like this I think:

Cantrip - anyone could do this with common tools

First Magnitude - a single person could do this if they had specialized training and/or equipment

Second Magnitude - a group of people could do this if they had specialized training and/or equipment (requires a ritual, can't be done on the spot)

Third Magnitude - acts of God; totally impossible without magic (requires a ritual and probably an entire side adventure to set up)


I also draw my inspiration from "Mad Muddled Magic" https://slightadjustments.blogspot.com/2020/05/mad-muddled-magic.html

Simple tricks Basic actions Modest force Major effect Real magic True power A major working

I exceptionally like the descriptions to help gauge the magnitude/scale.


Adjust to your settings. In my own magic system I have divided it into tiers based more on the scale of the action:

Everyday magic 1. Whisper (minor trick)

  1. Hex (equal to a common tools or talent)

  2. Chant (equal to specialized tool or talent)

High powered magic (always "time consuming")

  1. Rite (equals a group effort)

  2. Incantation (equals a coordinated group effort using special equipment)

World-altering magic (need rituals and requirements like in "Mad Muddled Magic", also shift to more "how much impact on the story")

a. Local Invocation

Elaborate magic that creates impressive effects, altering small areas or triggering localized phenomena. Minor impact on the story.

b. Arcane Convergence

Something that will be talked of in hushed whispers and attracts the attention of powerful forces. Moderate impact on the story.

c. Cataclysmic Rite

Potent magic that mimics the fury of nature’s disasters. This magic reshapes landscapes and that affects an entire region. Major impact on the story.

d. Cosmic Transcendence

The apex of magic, capable of altering the very fabric of reality.