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RPGs that treat each school of magic differently

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Tweed
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RPGs that treat each school of magic differently

Post by Tweed »

Because developers are lazy and pressed for time, most magic ends up using the exact same system even if it comes from different schools or classes. So I was wondering if there are any RPGs out there that treat each magic school with its own separate system. The only one I can think of off the top of my head is Ultima 8 and even that used a reagent system for each of the spell systems, though it had you using them in different ways. Unfortunately, most of the spells ended up being useless because of how the game was set up. Is anyone aware of any other examples?
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Post by J1M »

Tweed wrote: ↑ June 19th, 2025, 12:37
Because developers are lazy and pressed for time, most magic ends up using the exact same system even if it comes from different schools or classes. So I was wondering if there are any RPGs out there that treat each magic school with its own separate system. The only one I can think of off the top of my head is Ultima 8 and even that used a reagent system for each of the spell systems, though it had you using them in different ways. Unfortunately, most of the spells ended up being useless because of how the game was set up. Is anyone aware of any other examples?
I only played the free weekend because the game was awful, but from what I understand Diablo IV does this via class specific weapon slots and resources.
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Post by WaterMage »

Dungeon Lords. It has

Arcane Magic
Crystal Magic
Nether Magic
Rune Magic

Each one is vastly different.
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Post by TKVNC »

It's slightly limited by game mechanics, but Warsword Conquest does a quite nice job.
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Post by gerey »

Tweed wrote: ↑ June 19th, 2025, 12:37
any RPGs out there that treat each magic school with its own separate system
Do you mean games where spells of different schools are distinctly different, or games where magic of different categories has different mechanics associated with it - i.e. a sorcerer needs the presence of an element in the environment, like a river, to use water spells, while a necromancer needs bodies to use his magic?

Though, now that I think about it, even my above example really doesn't have much diversity since it comes down to the presence of the necessary resources.

Can't really think of any games where different schools of magic function radically differently in games, sadly.

Nip slop like Nasuverse, when he's not being a lazy ****** peddling pedobait, does have characters with radically different approaches to their magic, but that's never really implemented in any of the games.
Last edited by gerey on June 19th, 2025, 13:47, edited 1 time in total.
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Post by Tweed »

gerey wrote: ↑ June 19th, 2025, 13:46
Tweed wrote: ↑ June 19th, 2025, 12:37
any RPGs out there that treat each magic school with its own separate system
Do you mean games where spells of different schools are distinctly different, or games where magic of different categories has different mechanics associated with it - i.e. a sorcerer needs the presence of an element in the environment, like a river, to use water spells, while a necromancer needs bodies to use his magic?

Though, now that I think about it, even my above example really doesn't have much diversity since it comes down to the presence of the necessary resources.

Can't really think of any games where different schools of magic function radically differently in games, sadly.

Nip slop like Nasuverse, when he's not being a lazy ****** peddling pedobait, does have characters with radically different approaches to their magic, but that's never really implemented in any of the games.
More along the lines of different categories have different mechanics, though often times different schools often do the same things in slightly different words. In Pagan with Necromancy you needed to put all the reagents for the spell you wanted to make into a bag beforehand and then use the key of the necromancer on the bag while saying the words which made a talisman that you could use at any time. The mana was spent the moment you made the talisman as I recall so the spell was good to go. Sorcery made you do HAIL SATAN with a pentagram and almost impossible to pull off positions with candles and reagents to charge focuses for spells. Using the focus cost mana and had a limited number of charges. The SCUMMVM version of Pagan made this easier to do. Thaumaturgy was simply casting from spell tomes with the proper reagents, or using scrolls. Last of all was Theurgy which made you build focuses out of silver and charge them at an altar. You could use them as long as you had mana.

Originally you were going to learn Tempestry too, but they ran out of time. The problem is that 9/10s of the spells are useless or only valuable for plot-centric areas.
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Post by Val the Moofia Boss »

I don't think it is represented in any videogames, but IIRC in Warhammer Fantasy's lore the brand of magic that empire wizards wield is very volatile and can turn and hit friendlies and incinerate them, while there are other factions in the setting that have access to less volatile magicks.
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Post by rusty_shackleford »

Dark Sun psionics/arcane split?
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Post by Manny V »

Val the Moofia Boss wrote: ↑ June 19th, 2025, 16:24
I don't think it is represented in any videogames, but IIRC in Warhammer Fantasy's lore the brand of magic that empire wizards wield is very volatile and can turn and hit friendlies and incinerate them, while there are other factions in the setting that have access to less volatile magicks.
if you think the Empire's volatile, wait till you see evil factions like Skaven and Chaos :wizard:
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Post by TKVNC »

Now I think on it - Morrowind does a nice job. Levitation, speed, summons, damage, rage, all sorts of stuff.

Less so in Oblivion, and basically nothing in Skyrim