Maybe using magic involves travelling to and learning to navigate another, even more fantastical place? Such as spirit magic, or dream magic, or travelling to the land of the dead? I think it would be interesting if learning magic also involved getting to know the people of this other domain (such as acquiring a "spirit guide", or making bargains, or learning a language even). Anything from Spirited Away to Hellraiser could serve as an inspiration
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Interesting! I was hoping that the exposure to magic would make the players interact with various cultures. For example, a certain species/race is very good at a certain type of manipulating the magic, so they would be required to travel there in order to learn more.
I was also considering spirit magic! Using up your own spirit power would make an interesting magic limitation. Thanks for the suggestions! :)
Yours sounds pretty awesome, there was also a novel 'Dreams of the dying' based on a Skyrim mod Enderal. It's magic system was also pretty good and the mages were at the constant risk of going mad.
OH! I totally forgot I wanted to play that mod. To be honest, I looked hard into Skyrim lore in order to figure out a way to implement some of its magic into this RPG. However, I'm at a loss regarding all the deities that would interfere with the world, or different planes of existence (from which mana comes).
The going mad part would fit though, as I was hoping to make it dark fantasy :D Taking owl's response from above, it could be a result of using up your soul haha
Jack Vance (namesake of Vancian magic) introduced two interesting concepts in his Dying Earth series. In earlier books magic was essentially invented by the ancient masters who were expert logicians and scientists. Each spell was essentially a proof of concept that a sequence of actions compelled reality to act in a certain way.
By the time of the first short stories in the Dying Earth series, mankind has long since deteriorated due to an overreliance on what is essentially magic to the layperson. Even the wily magicians of the modern time are only capable of rote learning a few arguments at a time; hence the fire and forget Vancian magic system of old D&D.
In later books, magicians have returned to near godly power. They've somehow found a link between djinn-like creatures capable of controlling portions of reality, and the rote rituals of old. They've learned to essentially cut out the middle-man and directly enslave these djinni to do their bidding.
Kinda tangential, but are you familiar with the Nen system from the Hunter X Hunter series? It's a bit of a mix of martial arts themes and mana where each person has a bias toward certain abilities which can be trained/developed. I find it to be one of the more cohesive/rooted supernatural systems.