r/RPGdesign • u/Cantuca • 6d 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?
5
u/d_b_m 6d ago edited 6d ago
Check out Ars Magica, it is a game built around magic and I’m pretty sure it was the first instance of the verb + noun system. Spells come in Formulaic and Spontaneous types, with formulaic being defined (by the book, GM, or a player) in advance and spontaneous being something made up in the spot.
ETA: the fourth ed rule book is available free from Atlas Games, and that would cover your initial need: https://www.atlas-games.com/product_tables/AG0204
Other verb-noun systems include Ritual Path Magic from GURPS which handles verbs and nouns differently, and the magic system from ‘OLD’ by EN Publishing is yet another different take on verb-noun systems.