Thanks for the tip about the thread title, Kohaku
Here's to clarify a few different things people posted, without quoting each one.
I think magic can be learned in 4 ways in real life:
- learn it from a person
- read it in a book
- discover it for yourself by accident (through meditation, a dream or divine revelation)
- be born with it
So in DF, both in Fortress and Adventurer mode, that's how it would happen. You could learn it from someone you meet who's willing to help or travel to a place specifically to learn. You can buy a grimoire or find one. In whatever primitive religious occupation a dwarf or other creature is engaged(such as prayer or worship) or in a dream, he might get a revelation and learn a system of magic, simple at first but more complex as he explores it. Or someone in your fortress could be born with a spark or you yourself in adventurer mode.
Of course, wizards would have to either be born with it or know magic from the begining and a new fortress should start with a religion already.
Different religions would have different rules but it would all come down to the same principles. And there would be two types of magic: the one you do yourself and the one where you call upon higher entities to do your bidding.
As GreatWyrm says, perhaps it makes no sense to define which race gets to use which magic system. However, some magic systems include body work. The body work of a dwarf and an elf would be different so perhaps those systems could not be shared. The same could happen with deities, some would serve only or feel an affinity with a specific race.
As for how magic is used in practical terms, that's where the already existing systems come into play.
In adventurer mode, everyone should be able to use magic. A wizard might start with previous knowledge of some system and have an easier time learning new stuff. There might be a stat that would correspond, say, to brain frequency. When you meditate your brain frequency goes higher into the alpha or theta state. The more you meditate in your day-to-day the higher the frequency is at all times. This makes you more sensitive to intuition and all occult work becomes more effective. This would also be the spellcasting stat for your dwarves in fortress mode.
So when you sleep in adventurer mode, perhaps you should get a description of a dream. If you're just a big barbarian brawler, it could just be a one line nonsense but if you're a wizard with a receptive mind, it could be something like a description of a man doing something by a tree. And at some point that day you find the tree and get an option to do what the man did in the dream and you get contacted by a deity or spirit. This spirit would teach you a ritual for charging crystals, a sigil or rune to call upon his help or a word or mantra.
Alternatively, you could contact a deity by going to a sacred place, like a church, a mushroom ring or a megalith and pray/meditate.
So the spirit teaches you how to contact it and how to use its powers. The more you contact it, the more you learn about how to use his power. Using the entities' power would then be either by performing an action or chanting(which would take a specific number of turns), by using its symbol/symbols to enchant items, using charged crystals or talismans and so on. Again, it would take looking through a few occult books to see how it's done and making the cost of a spell(in terms of time, effort, items required and whether one person is enough) consistent with its effects. As for the effects, it could be anything from fireballs to having more luck.
As suggested in many different occult systems, entities would exist in different levels of energy and the higher your brain frequency stat the higher you could go and contact more powerful entities. Perhaps each religion could have its own pantheon though it's also suggested that what one religion calls angels another calls demons and so on.
Now, when it comes to body work, it uses the body's energy, Chi, the chakras, etc. This type of stuff exists in many systems as well. This is the type of magic which might be useful for a melee brawler as well as a wizard. It's said to give you powers of shapeshifting, clairvoyance(and clairsentience), invisibility, walking through walls, etc.
So you would also learn this stuff from a book or person or a dream or by praying/meditating in some place that's not necessarily connected to a deity. Through meditation, you would get charged with energy/mana and with each meditation you would be able to do new things with your powers. At the begining it would be nothing special, just enough to make it worthwhile, maybe not even real magic, just the same benefits martial artists get from meditation such as stopping thought in the moment of a fight(I'm guessing, I've never done martial arts) so that you'd have an easier time getting critical hits and dodging and so on. As meditation went on and your brain frequency stat went up, so would the things you'd be able to do and the amount of energy/mana you get each time.
Of course, some limitation would have to be imposed on equipment such as magnetic/electrical interferences that would stop you from using some of your powers and define what you get to wear.
But all of these are just possibilities. My whole suggestion comes down to the fact that if you're going to have magic, it might as well be based on real life examples. That's it. I haven't thought the mechanics of it through. And you might not be able to include a lot of different systems and some such as chaos magic might not be adequate.
Whatever the system ends up being, it won't make sense if you can put on armor, be as strong physically as you can and still learn all the spells a wizard can. Spells will always have to take some time to be cast or draw upon a pool of power or both.
And since a system will have to exist, why create another new one? Another fantasy world with another take on magic? Dwarf fortress is very much concerned with real life variables and rules, it makes sense to go the real life source for magic.
As for a hollywood interpretation, the wicker man thing(the original movie wasn't even from Hollywood) and the Eyes wide shut thing were just examples of complex rituals and just because they were in movies doesn't mean they're that different from what's done in real life.
Kohaku - I understand what you say about making the I-ching in game not just be window-dressing and players figuring out the odds but I don't think that happens as much in DF. First of all, no one is trying to win at least for now it's very much a game about the journey rather than the destination and seeing what sorts of cool things you can do.
And this system would very much relate to the rest of DF. Say if you have your goblins do a ceremony to some evil deity of theirs and it demands the sacrifice of a dwarf for a blood ritual. The god's colour is purple so you have to find some way to dye all your monks' robes purple and so on. It's very much like the first time you have to figure out how to make soap and then it becomes a mechanical thing.
And these things aren't hard to research since you don't need to find out which is the colour, the metal, the gem, the day of the week and time of day for Jupiter, you just need to know these things exist and how they're used in rituals.
Whatever suggestions or ideas come up for magic, they'll always be twofold: 1 - how it works 2 - window-dressing. Whatever the 1 is, the 2 can be based on real life stuff even if it's as simple as having spellcasting dwarves learn fireball and have 300mp to cast it. The 2 can be anything really.
As for the 1, it makes sense to do it this way, sorry for repeating this so often, because it's based on real life, like DF tries to be about everything else even though it's fantasy. It's a consistent system with rewards based on investment(or can be so adapted) and with rules already drawn out(although they vary a lot from system to system).