robertsconley
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Depends on how you build spells, to me the powers as spells was a major selling point of Fantasy Hero 1e. And the reason I ditched was not because of that but rather the normal combat stuff still had too much of the superhero DNA baked into. Starting with Hero 4e it got a lot better but by then I was into GURPS and it was too late unless I ran a superhero campaign.One of the challenges universal systems have is that in the attempt to make a universal system it's easy to lose flavor from magic. Fantasy Hero, at least the original, was horrible. Casters had just a handful of spells because they were "powers" not incantations...
The trick was understanding how to use limitations and advantages on spells to get the magic system you wanted. Also something that was easier in later editions because they refined the meta-power stuff to anything extraordinary built with the powers system more flexible.
For example one key component for clerical magic for how I used FH 1e was the use of Endurance reserve to power spells. Instead of using the character's endurance you have to draw it from the reserve only. The Endurance Reserve could only be replenished through acts of piety.
GURPS at least initially did really well balancing universal and still offering different forms of magic for fantasy, horror, psionics. Later it seems like they pulled that back somewhat into more generic forms.
Actually GURPS now has two major magic systems the spell based GURPS Magic that more D&Dish, and GURPS Ritual Path which is more low key and representative of real world magic. Plus several documented variants in books like GURPS Thaumatology and their PDF series. Finally they finally got building powers in decent shape with 4e so you can take that route if needed.
The general issues that outside of Ritual Path Magic and GURPS Magic it a build your own system. Those two are the only ready made system for GURPS.
My experience as well. 15 points will get you a 3d6 energy blast that you can cast every turn with a cost in endurance, doing damage on a successful attack roll. But that all it is and 15 points out of a 75 point character is a lot. Now add in stuff like incantation, gestures, or a well thought out package of limitations then you get that spell cost in cp a lot lower and give it flavor.Magic in HERO is challenging, it is far too easy to make spells that feel like powers, but I find that is more of a system mastery issue, than something that has to be. It was possible to make a spell caster in FH that didn't seem like a comic book wizard, but it was more work, and you had to be very creative.
Well they did come out with the Grimoire. But it had the same issue as GURPS Magic, functional but bland. However I agree, magic would need to be a source book on it own (like GURPS Ritual Path Magic) to be distinct.Considering that most were already familiar with Champions it just added to many making spells that looked like super powers. 1E FH (3E HERO) magic works best for most people with magic that is more special ability, than spell casting. More RQ spirit magic or D&D's laying on hands healing of the paladin. It was possible to make a "real wizard" but took a lot of work and deep knowledge of the rules, and honestly was too much work for most. It also required a much higher power level than the default in those early HERO games so true wizards or sorcerers worked better as NPCs.
I think magic done right in the 1E FH would have meant doing a magic book that was the size of the core FH rules.