I also like Levi's suggestion to randomize the rules of magic in each world.
You mean Toady's suggestion for his own game? He knows at least that much about what he's going to do with it; magic will be generated during world generation, and be just as random. It will have world generation settings (which I've been trying to make a kind of list for), and RAW tags like the other elements of the game.
Ley lines have not been mentioned, other than as "magic of the land".
I object to "very rarely" going wrong. It should somehow go wrong at least half the time.
People also object to female dwarves without beards, or female dwarves with beards. So there's a RAW option to change it. People have different tastes for the world they want, so there's world generation options to outline the worlds.
You forgot "changes completely at random, including during the casting of a spell (because that would be hilarious.)"
Ah yes, we should delete number 2 because it's too vague and instead expand the system of change. Then add a setting specifically for how much
information you'll get for your magic. So...↓ (As to specifically what you said, I figure that kind of thing will be an init option to make it easier.)
Work-in-Progress; The Magic System Generation Settings:
1. The general level of magic in a world. 1 wizard in a million or 1 in 5? {x/y}
2. The proportions of who has the magic. Do mortals make it? Is it part of the land? Does it only come from powerful spirits?
3a. Elemental, ~inanimate.
3α. Leys lines and magical currents in the land. (Does magic collect into them often, or rarely? How large do the get proportional to magic available?)
3ί. How closely linked are the spheres to the land? Is magic uneffected, or is it completely determined by, the spheres?
3b. Civilization, mortal.
3c. Immortal, ~imaginary.
3. The scale of how strongly magic is tied to objects. Does it vanish outside of special containers (crystals)? Is it impossible to bottle? {x}
4. The scale of how physical magic is. Is magic mined like a gem, or drunk like ale? Is it never seen, heard, or felt tactily?
5. How much information will be displayed about magic. (specific numbers and equations [this is unlikely to be very inclusive, keeping with the style of the game], or "the spirits mock your efforts". This will be a determining factor in how vancian(DnD) the magic is.) {x} (0-100)
6. The scale of otherworldly interaction. How easy is summoning? Are the boundaries between earth, heaven, and hell well defined and strong or vague and weak? {x} (1-100)
7. The switch of change in magic. "[:] is the existence and form of magic static or dynamic?" {0 or 1}
7a. The scale of how much it changes in general. {x} (-100 to 100, here and below.)
7α. [Should be a list of all previous variables to tweak whether they increase, decrease, or swap around. 6a sets all these variables at once, or it acts as a modifier to them, whichever is more useful. Most notably 1 and 3.]
7b. The reason(s) why it changes. (-100 to 100 for below, positive means it causes the change, negative means it undoes the change, while zero of course means no effect.)
7α. Use of magic. (Possibly divided into kinds of magic used, be then schools or nationalities or spheres.) {x}
7ί. Faith in magic. (The belief system will probably be more robust by the magic arc.) {x}
7γ. Sacrifice to magic. {x}
7δ. Things living on the world. (The more life living around, the more magic is available.) {x}
7ε. The passage of time. {x}
7ζ... (This list is actually a ridiculously long one. Blood, gore, death, fantastic beasts, gods, god fights, demons, demon fights, fights with gods and demons, certain shapes on engravings, time passing, dwarves vomiting from cave adaption. Probably limited to things recorded in legends or populations.)
Possible d_init Options:
[MAGIC:YES]
You can set this to NONE, PARTIAL, and COMPLETE. NONE uses the magic settings determined in world gen, PARTIAL changes settings randomly as time goes on, COMPLETE ignores the settings and makes magic completely random.
[MAGIC_NOISE:NONE]
In the Discworld, magic is highly dangerous and unpredictable if not managed correctly - randomised events occur in places with high magic concentration (like tossed coins turning into caterpillars or flying into space, or perhaps spinning on the spot really fast then exploding) and actual magic usage itself being highly dangerous and specialised (a wizard trying to move a giant rock must be very careful to make sure he balances the forces correctly, or risk blowing his brains out of his ears - conservation of momentum suggests he should make a rock fall from one place and channel the momentum to lift another object up. Failure to do so properly will quite probably tear his head off.)
A specific magical backlash setting?
Does anyone have any ideas about how that might be connected to the cost and dangers when working with numbers? They can't just be divided by the words we are using.
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How do you know that workshops will even be similar to how they work now by the time the magic arc rolls around? We can't know those details! So any arguments focusing so completely on them will become outdated and useless. Focus your energy on something that Toady might find useful; that might last.
Toady has posted a gargantuan amount of text on his plans, and people are always after more detail about those vague plans, but exact and detailed plans fall apart under changing circumstances; and change they will! Ideas for the future must be flexible and dexterous; able to adapt to any situation, and take advantage of any opportunity, that might arise.
Of course, this isn't possible to do perfect, but we can get pretty darn close!
How about resurrecting the dead?
You could maybe resurrect dead dwarves as one spell.
I wish to point out the incredible inanity of this post. How many thousands of fantasy books and games have some kind or resurrection? How do you think the idea could
possibly be overlooked? Why do think dwarves will even use spells? Or that such well defined spells will be in every one of the millions of worlds generated.
On a scale of 1 to 10, how much did I rant?