I'm over the game's magic system and I was really thinking of making it different from traditional fantasy games, where in traditional games, players are able to cast magic just like that, with no restrictions whatever except for the character's mana availability. So, how different could I do it? I want it to be plausibly "realistic" with a "fairly" criteria demand.
My game has 9 magic schools, each one focusing in a particular area.
They are the following:
* Sun (Collects its power from heat sources like the Sun and fire)
* Stone (Collects the energy from big chucks of solid rock.)
* Lotus (Collects the energy from plants, from grass to trees)
* Eclipse (Collects the energy from the planet's negative discharges of energy that happen at night)
* Moon (Collects the energy at night from the light's moon)
* Comet (Collects the energy from the cosmos)
* Storm (Collects the energy from the planet's atmosphere and water)
* Leech (Collects the energy from all the living creatures, plants and animals)
* Feral (Collects the energy exclusively from large wild animals)
Ok, so what I'm attempting to do is restricting the way each magic school works to cast magic. This is what I have so far:
Sun - It needs at least one of the following conditions:
* Day time with with about 60% of the sky without clouds.
* Any character in the party actively hold a torch or any other fire source.
Stone
* A land type rich in rocks like mountains and rocky deserts.
* It can work quite well inside constructions like castles and dungeons.
* Unable to function if rocks are covered with ice or snow.
Lotus
* It requires biomes rich in plants, like forests and grasslands.
Eclipse - It needs all of the following conditions:
* It requires night time.
* Air humidity above 60%
Moon - It needs all of the following conditions:
* It requires night time.
* At least a quarter of moon's light visibility.
Comet - It needs all of the following conditions:
* It requires night time.
* They sky should be at least 60% clear of clouds.
Storm - It needs all of the following conditions:
* Environmental humidity of 70%
* They sky should be at least 60% filled with clouds.
Leech
* It requires land types filled with life, plants or animals.
Feral
* It requires land types with abundant large, wild animals.
These restrictions may look more than fairly, nonetheless, those who exercise magic will be able to store their spells into runes, allowing them to cast spells without needing to match that particular magic school's criteria. However, runes will have a limited amount of spell storing capacity and will break to dust after some usages. Wizards will also need to recharge these runes under normal casting criteria before they can used them at will. I think this will provide the right flexibility for casting magic under various scenarios, without making a wizard feeling too week or incredibly too powerful. Though I strongly believe that with the right strategy they will still present themselves a very dangerous character to have as both an opponent and ally.
I know its difficult for you to fully understand the implications of having such design implemented when not even remotely aware of how everything will work in the end. But still, I would be interested in listening to your point of views.