[quote=@HylianRose] Don't apologies for questions! I'm happy you're interested enough to ask them! I haven't considered too deeply the limitations of magic. I was hoping we could just sort of do what feels right story-wise. But I am following DnD 5e ideas so to speak for the actual magic. I could, alternatively use rules like Fire Emblem where literally all the character needs is the spell book and possibly some components or maybe the spell book has limited uses? I just wouldn't be sure how that would work realistically? Hmm... I'd be interested to hear your take on how magic should be handled! I just don't want to get bogged down in all the nitty gritty details that we miss the "cool/fun" factor of our story. [/quote] To keep the Cool/fun factor in the game I suggest a soft and hard magic system. What I mean by this is having a soft system for creative purposes, while having a hard system as the system of "spells known" and shared to those who show aptitude in magic. Most spells can be added to a list of forgotten spells as some are very powerful. I'm looking at you, silvery barbs. If possible, we could pull some elements from BG3 making some spells rituals that last all day. This way it can be like a ritual for some to cast a few protective spells. I mean it could be something suggested by the teachers for 1st year students. As it looks like there are gunslingers and runecrafters, it made me think of "casters" from Outlawstar. Ancient and/or forgotten spells placed in scroll like bullets. These are then loaded into the caster and used. Some work, some don't, and some have backlash on the person using them. Making it so that players have to open and read grimoires in order to learn hard magic spells or spell theories. These are one time use consumables and imbue the reader with the knowledge required to cast specific types of spells or learn the basics of another school of magic. These limitations allow control over what could be considered overpowered spells, which allows the GM less room to worry. If you aren't worried, then this isn't required. It could also be a reward or choice for 1st year mages. This doesn't mean that players or NPCs can't learn magic by study. Study takes longer and helps the user to gain actual experience with the magic they are using. Muscle memory is a thing. Having Magic streamed into your mind is different than living and learning the experience yourself. To the topic of how I think it should work; doesn't mean it will be the way. Would be having spheres of mana. While these spheres of mana are usually unspecified, a user can specify them as one of the schools of magic. This would be something that most of the players have already done. Mainly they would be trained by their family's techniques, have magical potions, tutors and the like while growing up. Usually, the wealthier one is the higher the base sphere value. This does create some unfair points, but privilege and wealth are usually shown as unfair to those without as much. This could create the atmosphere that some players have to do more to catch up. That some have innate talent while others have to work hard. It helps create drama between students and allows growth as well. However, I digress from my point. Spheres of mana, mana is converted into a type of magic or teaching, and then the caster can cast spells specific to that school of magic. Conjuration = I make things appear from somewhere/nowhere? Evocation = I make things go boom! Transmutation = I make things into other things. Necromancy = I unalive people and make them my people. Divination = I see all but can do nothing about it?! Abjuration = I make us safe and can marry people! I mean marry them to one another not to myself! Enchantment = People just love me! You do as well... Schrödinger's School of Illusion = I make others believe something either exists or doesn't. Summoning = I call forth an army of creatures to tank damage for me! Mind you these are all loosely related and do not cover the actual power behind each one. I hope I hit all the points. It is hard to make a hard/soft system. The difficulty arises from the definition of each school. Some spells could technically belong to 2 or more. Depends on how the user is using the spells. As for spell components, I recommend against them. Mainly it is because that is based on the perceived value of an object. While casting a spell that costs 1000GP worth of Diamond dust and the spell goes through. At the time if the Value of the object went down in the world, then the spell should have failed. However, it was the belief in the value that made it work. In another realm the spell fails thus making the user need to carry more than what is usually required just in case the value fluctuates. This goes into another conversation about locations and the different types of animals located in each. A chicken feather from one area could help the user cast levitation but from another area it could make them cast fly. If everyone is alright with going into magical theory and detail when they cast spells, I don't see this being an issue. However, I recommend that if you are going to use a single substance. In Critical Role's book, they have a substance harvested from the remains of a calcified Titan? Maybe that was something my brother added to the game. I can't recall 100% I think it was in the City of Whitestone. Options. I hope this helped. I know it is a bit much. Thank you for your time.