This is just idle speculating for fun, but if possible I would like to see something new - i.e. not MMO/Dragon Age style cooldowns or D&D memorized slots. My own ideal (probably totally over-ambitious) magic system should affect the lore, and exist/be useful outside of combat. Something that bothered me with D&D - if you could manipulate wind, why could you only do one specific thing like "create a gust of wind"? If you could do that, you should also be able to
- caress someone with a light wind at low levels, blow away toxic clouds, extinguish candles
- create a strong gust that pushes a hostile away (or sweeps the street if spring cleaning) / do a smaller focused air punch to knock people out or break small objects at mid levels
- keep a sailing ship moving / thicken air to slow down projectiles, hold someone still, or slow down a fall / fling heavy items at high levels
- Have such power and control that you can fly / create an impassable field / sharpen the air to a killing edge / strangle someone at a distance / blast down walls / pick locks with ease at epic levels.
Casting spells drain stamina (or mana), so all spellcasting would be like sorcerers in D&D. You can risk casting higher levels spells than you are normally capable of or you have stamina left for - force-casting. This carries a high risk of knocking the spellcaster out, and/or physically damaging them. High level and really strong willed characters can choose to force-cast something that is likely to kill them, which can be useful both in combat as a dramatic cut-scene event.
Edited by Lars Westergren, 18 September 2012 - 03:35 AM.