Lots Of Words
Huh. That's interesting. I can see that you spent a lot of time putting that together, and I definitely appreciate that.
But I think that magic should have a more "untamed" feel to it. This is just me, but I think of magic as a hidden reserve of "extra-dimensional" energy. Maybe I didn't understand your post (or didn't read it carefully enough
) but the whole rune-totem thing seems like "binding" the "magical energy" to one physical place.
I think of magic more as like a hidden reserve of energy, and spellcasters have the ability to tap into this energy and direct its flow. An unexperienced spellcaster might be able to access this energy, but likely won't be able to control it very much, resulting in a massive, chaotic release of a huge amount of energy. Big mess. (For more on how I see magic, see my massive, boring post on page 4.)
As for the system itself, I think that there should be a large amount of randomness, and that magic should be involved in worldgen.
At worldgen, all the sentient species have a chance to start with some arcane knowledge. It would vary from world to world, but would not be completely random.
Elves like living things, so they would have an aversion towards healing magics and the like.
Dwarves are greedy, so they would likely favor magics that could make them even wealthier. Spells that aid in locating and excavating minerals and gems and purifying metals would not be out of the question.
Goblins (from what I can tell) are the most violent of the four races. Their spellbooks would consist of incantations that make warriors stronger, and less easily tired. Maybe even summoning demons to (hopefully) aid them in combat. Hmmm, wouldn't it be pure fun to have a Tentacle Demon be the ruler of a Gobbo civ?
Humans, I don't know. I tend to think that humans would have a "scientific" mindset that would drive them to try out all kinds of magic, and experiment with it as much as they can. (Resulting in large craters on the map
)
There I go, getting off topic again. Well, I think that a wizard/magician/spellweaver/whatever should be a noble position. But unlike other nobles, there would be no way to guarantee that you get a magician. As I said (in my post on page 4,) magicians should be extremely rare. Also, I think that there should be several different types of magic users, each specializing in a certain type of magic.
I think that magic users should not be strictly dwarven. It would be entirely possible to get an Elven spellweaver as an immigrant. Remember, wandering magicians have very few ties to their homelands.
Also, magicians should function mostly independantly. I don't think that there should be any magic-related workshop. Rather, you would designate a study for the wizard, and he would move in and spend lots of time contemplating magic in his own way.
Magic could be passed on between races, though. A goblin warlock might decide that he is being mistreated, stick up his middle finger at the rest of his race, and go to live with another civilization, taking his arcane knowledge with him. Likewise, two races that are extremely friendly might decide to share magical research.
Magic-related nobles would make frequent personal demands, but no mandates. A magic user would be too caught up in his studies to care what the rest of the fort is doing. Keep him happy, or he might just pack up and leave!
Occasionally, he would enchant items, but with subtle effects. As was mentioned in a previous post, I believe by LordZorintrhox, you shouldn't be able to even see the effects of the vast majority of enchanted items. And at all you people who are saying that DF shouldn't have enchanted items, remember that there
IS a designation for magical items in the game. So I believe that Toady plans to incorporate magic eventually.
Certain things would attract magic users. Lots of plant and animal life would lure a healer, volcanoes and eerie glowing pits would attract the more power-hungry warlocks, et cetera.
Whoooh, that was a large post. I guess I am very long winded when it comes to these game development things.