Magic system

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A magic system is a set of rules that magical effects in a fictional setting follow. Magic systems are most elaborate in video games and role-playing games, due to the need to balance the game. A common feature to many magic systems is a way to limit the number of spells a magic user can cast.

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[edit] Magic Points

The most common way to limit spells is the magic point system. This system gives the magic user a certain number of points (commonly abbreviated MP) that represent either the amount of magic stored in his body or the amount of energy he can channel before passing out (it is not always specified which). Each spell costs a certain number of magic points to cast. In most systems that use magic points, a magic user has a maximum number of magic points that he can have at any one time, which is different for each magic user. There is almost always a way to restore lost Magic Points, usually by sleeping.

A few systems that use Magic Points do not have a maximum number that may be stored, but instead make it more difficult to recover or gain new Magic Points.

Examples of Magic Points limited systems include Rolemaster and GURPS.

[edit] Skill-Limited

A Skill-Limited Magic System breaks the spells down into a number of skills, usually requiring a die roll to perform. The more difficult the magical effect, the higher the difficulty of the die roll. Such systems are often limited by an increase in the difficulty of the Skill roll based upon the number of spells in a certain time period that have already been cast.

It is common in Skill-Limited systems for a spellcaster to be able to combine multiple magical skills to perform effects not covered by the skills given. Typically, such combinations are more difficult than the basic uses of the Skills.

Examples of Skill-Limited systems include Talislanta and Ars Magica.

[edit] Spell-Slots

A Magic system that is limited by a number of Spell Slots will give a spellcaster a certain number of spells per day that may be cast. These spells may be divided by level, or limited to certain types of spells. When all of a spellcaster's slots are used up, he or she is no longer able to perform magic until steps are taken (usually sleeping and re-studying the spells) to recover the spell slots.

Spell-slot systems often employ a rationale that the spell is forgotten when cast, or that the caster has a finite supply of the ingredients required to cast the spell. In the first case, the spellcaster must re-memorize the spell from a source of such, typically a grimoire. In the second case, the caster must hunt up new ingredients and prepare the equipment needed to cast the spell.

Examples of Spell-Slot systems include Dungeons & Dragons in all of its editions, Tunnels and Trolls, or HackMaster.

[edit] Hybrid Systems

Many Magic Systems combine features of two or all three of the above. As an example, Mage: The Ascension uses a Skill-Limited system that may be augmented by spending quintessence to lower the difficulty of a magical skill roll. Rolemaster employs a Spell-Point system, but includes devices called Spell Adders, that grant additional Spell Shots with no associated Spell-Point cost. Ars Magica uses a skill based system, but a mage can only cast so many spells before becoming too fatigued to continue.