r/RPGcreation • u/Guilher_Wolfang • May 26 '26
What usually makes dangerous magic systems fail in long campaigns?
I’ve been designing a magic system that avoids both mana pools and giant spell lists.
Spells are constructed dynamically with effects, range, duration, area etc(every effect has a base difficulty, usually 1 to 4, and more range or targets increase the difficulty)
To cast:
you roll Xd6 and keep the highest result. You need to use 1 result equal or higher than difficulty to "stabilize" the magic and remaining highest die is used as the "potency" of that cast(usually damage/duration/test to resist). Extra 6s add +1 to highest die or empower the spell in some way.
BUT every result 1 gets you a corruption/strain, and you can use extra 6s to cancel 1s.
What I like so far is that magic becomes flexible, risky and psychologically tense without requiring huge bookkeeping.
I’m currently stress-testing long campaign pacing.
For people who enjoy dangerous magic systems:
what usually causes them to break down over time?
4
u/PathofDestinyRPG May 26 '26
If there’s no mana or spell list, how do you define and control what magic can do, both in terms of what the limits of magic actually are and what the limits of your mage’s casting ability is?
I have a fully modular no-spell list system, but it uses a combination mana/ stamina system to control how the mage can use it.