Dustin, first I'll reproduce part of an earlier post, just because it fits with your overall question. This should kickstart the conversation
The magic system is simple and fun to use, with combat related spells operating in the same way as melee attacks. Magic is no different in how ability is handled. Arcanum is the basic, restricted ability, meaning characters must train in the art before attempting any feat related to it. Basic knowledge in Arcanum allows knowledge of all magic in general, whatever the source.
S: A character sheet preview would be awesome as well.
I hope to have that and a full Quickstart Guide ready soon.
Dustin R wrote:Please! Is there an arcane/divine split? Can Mages wear armor? Is their rule for rituals (great for the BBG) and/or item creation?
Magic systems make or break a fantasy game for me, so that is the 1st place go to in a new system. Well, right after the Character Sheet anyway.
There is no single arcane/divine split. Specializations are in sources of magic power, and an arcanist can only cast spells created for the power sources he knows. One source of power is mystic study, including wizards
and alchemists. Another is "Supernatural Connection" and includes all summoning and channeling. This is the area that "divine" magic comes from, as the arcanists are always dealing with a higher, or extraplanar being, be it an angel or devil, spirits of the dead, or the gods themselves. The third source is "Primordial", including all of the magic of elementalists.
Arcanists (the general term for spellcasters) can specialize in more than one source of power, and can master several schools within a single source (like wizards within the mystic power source).
Any spell is made up of six components: the magic source (Specialization), the underlying magic effect (Effect), a specific school of magic (Mastery), the form or appearance of the effect (matter or energy), the range (single subject or area), and what the spell affects, whether a specific ability, defense pools, free will, physical form, and so on.
So...all spells in the game are based on twelve basic Effects: Augment, Conjure/Banish, Curse, Fortify, Harm, Influence, Obscure, Perceive, Protect, Restore, Travel, and Transmute. The method of spell casting depends on the power source, with certain very powerful spells perhaps requiring special rituals or items, but the GM decides in those situations. I'll stop there and allow you to ask more questions (plus I gotta go to bed! ).