Magic systems being "good" is really hard. And usually involves things being non-modular in one way or another. Let's take an example of the True Sorcery you linked to. Let's get some combat magic on!
Spellcraft: DC 22; Component: S; Range: 30 ft.; Effect:
Cone-shaped burst; Duration: 5 rounds (instantaneous cone
effect); Saving Throw: Will negates; Spell Resistance: Yes.
You create a cone of shifting, clashing colors springing forth
from your hand, causing creatures who can see the effect and
who fail their Will save to become either stunned or fascinated
(your choice, but the effect must be the same for all creatures
in the cone) for the duration of the effect.
Math: DC 15 base, +20 ft. (+3), +4 rounds (+4).
Wait, did you read that right? You increase the number of
rounds that you
stun opponents by 1 for every +1 to the DC? Yessiree! There's no reason to ever learn a new combat spell, because the one you get at first level increases exponentially in lethality every time you get a +1 to your Spellcraft. And not only do you get +1 rank every level, but you get the Talent Feat every other level, and bonus feats like Skill Focus and a special exponential (yes, exponential) Insight bonus to your Spellcraft that doubles every five levels.
So that's a non-starter, straight off. Area of effect save-or-die is avaiable at first level and becomes progressively larger and more lethal and easier to cast as your level increases.
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So let's think about magic systems which seem to "work" fairly well.
- Champions Character Generation is an actual nightmare, revolving as it does around linear algebra (seriously). But since "magic" is treated the same as any other "super power", the "magic heroes" end up being pretty satisfying. Assuming of course that you can make a character.
- Feng Shui A classic "rules light" system based on bravado and sweeping generalizations. With a rules system only slightly divorced from, say, Munchausen, the magic is all forcibly on the scale of anything else you'd happen to do. Magicians are assumed to have already buffed themselves up, which is why they can run around in an action movie at all. The other characters are action movie stars for no reason, and a good time is had by all.
- Shadowrun Magic has an intensive set of special physics that apply to it and not to other things. The end result is that it seriously may as well have been called "Bertoldt Ray Technology". The abilities and limitations of magic are exhaustively catalogued, causing the "magic" to in many ways strain believability less than the computers (!) Magic, like Hacking, is a decent addition to the team because it follows different rules from, say, filling a truck with fuel oil and fertilizer (which you can also do).
So what did we learn today? Oddly, it is the most detailed and least detailed systems which have the least problems with "magic". Similarly, the ones most and least tied to a genre are also handling Magic just fine.
It's the mid-range systems. The ones which are "kind-of detailed" or "vaguely fixed to a genre" that fall apart explosively on contact with magic. And this is perhaps not surprising. If everyone is "sort-of" supposed to do one thing or another, then there's probably only room for maybe one exception in the group, right? And if there's only going to be
one exception, the guy who does
magic probably has an easier time getting that exception than anyone else, now doesn't he?
At extremes of genre fixation (Shadowrun) or vaguery (Champions), Magic is either just as tied down as anything else or just as free as anything else - and thus there's no discrepency.
-Username17