Everyone seems to be posting long posts on magic in DF these days, so I thought I'd make my own. You can't stop me. No one can stop me. I know the Magic Arc is post-version-one stuff, only before the Eventually Arc in the grand stack of things to do. A decade or two, maybe?
Anyway.
General: There's magic all around youuu!Fire imps can live in lava and mudmen can walk around without any of the biological systems most animals need. There's no evident reason for them to be able to do that, they just
can. There are all kinds of beasts about with magical powers ranging from "ability to live despite being
made of fire" to "being translucent". This could be extended by
- turning the things now existing only in PREFSTRING flavor text into actual powers with related raw file tags and effects
- adding some interface to adventure mode for using the powers (FIREBALLS!)
- giving magic powers to more things that could be expected to have some, such as unicorns.
Of course, since there's pie in the sky and we're building a robust magic system capable of ANYTHING, the range of possible abilities you could give to creatures will be absolutely tremendous. Making metals corrode, walking through solid walls, talking to beetles and causing tsunamis.
Dwarves: Histories of Labor and StudyIn my mind, the dwarves are grounded, practical and care little for this "magic" nonsense. Dwarven magic would be mostly what little there is now, only
more of it. Artifact magic. Flesh out the current fey moods more, and give nifty powers and properties to the resulting artifacts. And, to give the player more control, add more strange and esoteric materials that any dwarf of sufficient skill can turn into magical items. Body parts of various magical beasts would be a good source for this; armor made from the hide of a dragon would have various properties, not all of which could be explained by the dragon's hide being tough. Letting highly skilled dwarves create magical artifacts, on command, from perfectly mundane materials could also be fun, but it'd make the resulting items feel less special.
Dwarves could also have some natural magic abilities. Excellent vision in low-light conditions would fit pretty well, as would some kind of mystical
affinity with rock, being able to sense how much stress it can take and instinctively knowing the best strategy for digging into it. This would have the gameplay effect of making fortress lighting and cave-ins less of a hassle. Or rather, making them
more of a hassle when playing with non-dwarves.
Dwarves wouldn't necessarily think of their magic as "magic". It's just something they can do. The dwarves make +1 fire swords by slaying a magma man and having a master weaponsmith forge its heart into a sword; the process isn't considered any more arcane than the process of making steel or astronavigation, assuming you have the knowledge and tools
Humans: Ancient forgotten loreSince humans are the most mundane of the races, some kind of pseudo-real-world magic system would suit them well. Good old-fashioned pacts-with-devils witchcraft. Magic would be performed by wizards who jealously guard their secrets, by method of obscure rituals recorded in moldy old tomes. Practice of magic could be banned, organized or anything else, but it would generally rely on knowing things other people don't, and often involve contacting otherworldly entities to do things for you.
I haven't really thought much about how this would work in-game. I suppose you'd have some kind of "magician" class of people, who you could order to dance naked around a bonfire waving a chicken head around, and then things would happen. Humans would make a +1 fire sword by binding some spirit or other into it, and the correct way to do this would be a well-kept secret, only recorded in a centuries-old incomplete translation of an even older book, and you have to travel to Mount Doom and back to get a cackling old madman to tell you where to find it.
Elves: The Fair Folk have it easyElves are just
better than you. Ask any elf, they'll gladly tell. Elves are resistant to disease and immune to old age, they can commune with plants and animals and probably have telepathy, they are more connected to any mystical life forces around than everyone else combined. They are also friends with a variety of nature spirits with a variety of powers other people have to kill their grandmothers to get. Elves could make a +1 fire sword by placing it in a stone circle for a week and praying to Mother Earth, but for some reason they seldom do this, and if you ask the druids to explain anything they just look at you judgementally.
In game mechanic terms, this could mean easy taming of any animal, choosing where the plants grow, making them grow faster and bigger and homeopathic medicine that works. Also manipulating weather and the like. Elf magic would probably be pretty entwined with elven religion, so having a number of Holy Things powering some magical effects would probably be appropriate.
Goblins: I've run out of ideasWell, since they have demons and things as actual political leaders, maybe they could have some kind of theocratic system with higher-ranked priests being granted superpowers? I don't know.