Fun magic system

I see how many people write their wishes for changing magic and suggestions on how to make it more interesting and fun.

Here is mine:
You can change the magic system according to the principle of a card game. Leave it as strong as it is, but much less predictable.

For example, you can make a “spellbook” item that works like a pre-assembled card deck with a bunch of different spells of different elements and different power levels.
At every moment of the fight, the “spellbook” gives the player two random spells from its set, one offensive and one defensive. After using one, another random spell appears in its place. There might also be a “magic error” spell that costs nothing, but needs to be cast in order to be changed to something more useful.
For playability at low levels, you can completely remove the “mana bar” and limit the magician’s power using other methods.

  • The Intelligence/Faith stat can control the amount of spell damage to enemies.
  • The type of staff can strengthen (or weaken) spells of the corresponding elements (The “spellbook” gives out random ones!)
  • More expensive and rare “spellbooks” can contain more powerful spells in their deck, be more consistent in the element (for synergy with the staff), and contain fewer “magic error”-spells chanse.

This way it can end up with a very powerful, but difficult to execute system that is already playable at low levels, and still fun at high levels due to its unpredictability.

Did you just play KH rechain of memories?

Nah, I thought about Phantom dust actually. :grin: