The magic suggestion that nobody was waiting for!
Magic is hard and also nobody likes planning it. You can only go on for so long about why it needs rules and linking to TVtropes pages, but eventually you have to actually plan the rules and that usually ends with less mirth and more tears. This is my suggestion. It is all very vague and is intended for the future.
Introduction: Belief-based MagicWhile magic should probably have real rules, it should also be
magic, i.e. contrived. In this case, everyone's magic will differ in preparation and form depending on their culture but follow the same basic rules.
Racial MagicDifference races have different collective beliefs and different preferences (in weapons, sites, jobs and more). This should also apply to magic (and hopefully also make you pick something other than a dwarf adventurer for the steel or a human adventurer for the fitting gear).
Dwarves:Dwarves are ground and rock-loving creatures who have a high technology level. Since we play as them in Fortress Mode, they'll need an overseer-friendly method. Let's assign them the ritual-and-circle method of magic: every spell needs a specific magic circle drawn, and the right candles lit, and the correct arrangement of stones nearby (but they will not get too flaky about the stones, so they will possibly be selected for real factors like density, or just personal preference...) or else it "will not work" in the minds of the dwarves. They could be randomly generated during worldgen and run on random reactions, with a "focus".
The focus would be a totem or containing object to hold the spell within and trigger the effects when ready. The effects will be mostly battle or industry-related, and we'll be invoking conservation of mass: a "trap rune" can be drawn on a stone after it is "infused" with magma, but the stone will be very heavy because of the magma magically contained within, and triggering the stone will result in a high-pressure magma bath. Or, for another example, a spell can be prepared to create bars of soap magically, but the ingredients must be contained within a very dense totem (totems should predominantly be tools; artifacts will be especially good foci for spells but the player shouldn't choose the exact totems either) containing buckets of lye and coal and fuel. Once it's activated, the fuel is consumed and the totem gets very hot, eventually extruding bars of soap but also boiling away the wine reserves of the fortress which were in the same room.
Another example:
- A skilled mason (who moonlights as a maceman) makes a spell to throw stones everywhere when triggered. He gathers the stones and binds them to a gold scepter, expecting to use the scepter in battle. Hearing the goblin alarm, he wheelbarrows the immensely heavy scepter to the battlefield, straining to lift it while activating the spell. There is a tremendous noise, and when the dust clears, it is found that while the stones did shatter some goblin skulls and have the desired effect, many of them landed on the wielder and the sudden recoil from the blast sent the scepter straight through its unfortunate operator, now deceased.
This suggestion is
UNFINISHED because I have to get a lot of sleep now since I was up all last night trying to dodge Nibiru, but it got me in the end and now I have a nasty bruise. It will also include Industrial Magic as mentioned somewhere else.