Notes on a Magic System for d100 Games

Posted: 2019-09-11
Last Modified: 2024-11-20
Word Count: 1111
Tags: d100 paranormality rpg

Table of Contents

UPDATED (2019-09-13): added paragraph on King Arthur Pendragon history, replaced DriveThruRPG links with Chaosium equivalents, trimmed bibliography, fixed formatting.

UPDATED (2020-03-28): Appendices moved to separate article.

UPDATED (2024-06-20): Essay on King Arthur Pendragon moved to separate article.

UPDATED (2024-11-20): Changed product links.

Earlier I mentioned wantng to write a d100 heartbreaker system with better approaches to lots of things.

One of my sticking points has always been magic systems. As I mentioned last time it’s easy to bolt other rules onto the side of the Chaosium d100 system’s core.

Regardless of how current magic systems work, we can bolt on whatever we like. Existing mechanics we can (but aren’t required to) use include:

Grand Unified Magic System?

One idea I’ve been toying with for a while is to start with four meta-mechanics present in every RPG in every genre:

It’s hard to imagine a useful form of magic driven solely by chance, but examples of the others abound:

Single Source Magic

In most mechanics all the elements are present to some extent, but in my notional system the simplest forms of magic rely almost exclusively on one:

Multi-Source Magic

Each category of practice can augment the other:

Taking It Even Further

In a fit of madness I mapped up even higher power levels, involving travel between parallel worlds, superpowers, and channeling the power of one’s own worshipers into miracles.

How to implement these ideas is another matter. Maybe a unfied and ever-expanding list of spells and/or effects, with an abstract “power rating” met through “raising power” in rituals, channeling power from supernatural allies (or vassals), and drawing power from one’s own soul and blood.


  1. For Mongoose Publishing’s version of RuneQuest, now unavailable. ↩︎