@wildbaboons said in Wheel of Time MU*:
(the nazi punching one I can't remember the name of, for example)
The Savage Skies. It's actually the third FS3 game that Blu and I have opened that has magic in it (one in FS3.2 and now two in FS3.3). In each of those three cases (The Fifth World, The Eighth Sea, and The Savage Skies), we designed the magic system around what FS3 could do.
In The Fifth World (FS3.2), we just made magic like any other weapon or armor, and put severe limits on what magic users could do/wear. We went too far on our restrictions on that game, because I tend to be leery of magic being too powerful.
In The Eighth Sea (super-early FS3.3), we added a few other codified things that magic users could do besides just weapons (no armor, since it was a pirate game and not many people wore armor), but they were all outside of combat, or just provided small modifiers in combat. Magic characters could only use their AoE attacks a few times, and their more powerful single-target attacks a few more times, but both had limited "ammo," while the defensive "weapon" did not. We had exhaustion as a consequence of magic use, but it was all RPed, not coded. I think this was actually a very interesting magic system for FS3, even if it required a little ammo manipulation and uncoded rules. Sadly, we leaned too hard into monster-hunting and not hard enough into piracy on our pirate game, and all of the Staff had various life crises at the same time. The rules are still up at: http://the8thsea.wikidot.com/faith.
In The Savage Skies, we got a little more ambitious and included Advantages to track the ability to do different types of magic and full spell lists. But still, everything was designed to work inside the FS3 system; there was no magic healing, no damage-inducing shields, no immobilizing people (although that could be done with Distract, I suppose), no lifting people with telekinesis (mostly because we didn't have damage rules for dropping people off a zeppelin), no countering spells in combat, and other limitations imposed by the system. Exhaustion was mentioned, but not coded. Every character had the capability to learn magic, so we dodged balance issues in that way, but we still made magical attacks in the same realm of damage as pistols, rifles, and the like. I like what we had there, and that's my suggestion on how to generally set up magic on an original-theme game (while tuning it to your own setting, of course).
Unfortunately, if you're using an existing license like Wheel of Time or Lord of the Rings or Shadowrun or D&D, there are going to be some expectations on how magic works that don't fit with what FS3 can do (without a loooooooot of fudging). You either have to make changes to how magic works (you can't slice an attack weave because the system just can't handle it... but you can slice a tied or held weave, because we can handle that by having you use 'combat/pass' and do a versus roll), sometimes very significant changes, or you have to leave a ton of the fudging in the hands of the GMs (which means that your GMs have to really understand your house rules, which cuts down on the number of people who can GM for you), or you can do a lot of specialty coding -- and then you might be better off starting from scratch with your own system that's actually designed to do exactly what you want it to do.