Magic became in most games/worlds the fantasy equivalent of standardized ammo (fighting), pills (healing) or other things of convenient gadget replacements.
To some degree is that of course also necessary to categorize spells but it also left them often in some very tight defined corset.
Trying to keep players at the table from getting bored I think of ideas to keep things a bit fresh through variations as nothing is more deadly for fun as setting in routine.
So I came up with some simple optional modifications for spells.
Spell ingredients
- Spells could require certain substances and/or objects (e.g. a piece of sulfur or a dagger for a little blood)
- Those things could be mandatory for powerful spells or beneficial (giving the spell a bonus of success, strength or time.).
- The spells could be also possible without those items but with basic or reduced effects.
Misfiring spells
I ever liked in some fantasy how magic is hard to control and can have at times a life of its own like e.g. Schmendrik in ‘The Last Unicorn’ which had trouble to channel it.
Spells could have a chance of misfiring, reaching from
- no effect at all to
- variations (e.g. light show, smoke cloud, etc.) to
- disastrous (e.g. harmful or opposite effect)
In paper games I just used some simple tables to stir the creativity for misfires.
Combined casting
Casters can not just neutralize each other with opposite spells but also combine their powers by working together, maybe even objects as above to boost the spell through all the combined synergies, increasing also a possible unpleasant misfire leading to…fascinating results

All those ideas are of course not original but on the other side got often dropped for convenience of lazy or streamlined magic use were magic is just a simple tool but also taking a bit life out of it.
I just bring this examples up to inspire at least a bit more playfulness into magic and blowing so some life back into an otherwise lifeless set of tools like a med kit or a gun in some modern age game with completely standardized effects.
The game Magicka pushed this playfulness to the extreme, putting the ‘fun’ back into fantasy
Some of those ideas might be not for D:OS but I hope to see them in future Larian fantasy games.