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In reply to Tortuga (msg # 837):
GURPS Magic system has most any spell you want now, and can easily adapt those you might find need for, the issue is the many colleges that overlap and the hierarchy of prerequisites, which in some cases is flat stupid. if you take Weather for example, it is a combination of air and water along with electricity.
WHY would SEEK AIR be so important to folks who live in lots it? It's useful for Dwarves and Aqua-men, but the average human has no use for it. But it is a prerequisite for a fair number of other spells folks would use.
I have tried running Magic using the six "colleges" of the Harn Magic system with GURPS spells ... it works but I'm not wild about it. And the Meta Spells are really a 7th group/college.
I haven't found another spell grouping I have liked much, so perhaps the best way is to use GURPS spells, forget the "4 Elements" crap and allow a beginner to work up from 1 FP spells to 2 FP, 3 FP etc as he progresses. The Weather spells would draw from water and air and electricity, which is generated with air and water. No college is exclusive of any other...
Another thing you can do is limit Magery to Magery 0, a 5 point advantage. Each spell is a hard or very hard skill (although I'd keep them in the spell lists). 1 point in a spell makes you dangerous. Working up to level 15 with a spell will be costly and there won't be many mages with 40 or more spells. GMs will need to limit the wanna be geniuses who want IQ 13, 14 or 15 at huge expense.
No system is perfect.. this is just a thought I am working toward in games I run. I find that magic can easily usurp a game leaving the 90% people with boring 150 point characters that wander along and watch mages do all sorts of exciting things. not my idea of a good game. I'd rather have everyone have a smattering of spells in different fields, so they have to work together to succeed.