Magic is fun, magic is awesome, but I kinda wanna do something very specific with it now that I'm going to DM. I've got a very strong image of how magic is in the world I want to implement it in since I'm aiming to make a magic system that stems from a very well defined meta-physics. I need to do some comparing to make sure that I don't accidentally nerf my magic classes.
- My main question is a reference request: **I wanted to know if there were any good examples of spell systems in a low-fantasy D&D setting I could be recommended. **
The following is more to clarify why this is a bit different from other questions and to help give you guys a bit of an idea of what I mean by low-fantasy magic:
I'm not interested in a world that has little magic, in fact this is a world teeming with magic and all sorts of people, creatures, and possibly automata have "magical abilities". I want to create a world teeming with magic but just very internally consistent and physically grounded. I have the style down but just want to see spells in other worlds to work on designing the mechanics
The magic system in many ways is stylistically bending in the Avatar-verse (you work with what is there and manipulate it) but more diverse and borrows some ideas from sci-fi and my physics background. It's pretty secular (no demonic/angelic elements) and revival is not intended, though it's a world that is prolific in biological wonders so restoration+healing abilities/mutations/a limited form of shape-shifting do all exist. Combat wise traps and combining spells + items are going to be encouraged for the vanilla caster classes. All together, magic is somewhat weaker but a lot more flexible in combat, while not manifesting the uber haxxer-ness reality warping it can often lead to.
I have 3 months before I start up this game so time to develop it isn't an issue. My players are intelligent and scientifically literate, inquisitive folks who have some experience with D&D but not enough that they are strongly attached to the pre-existing magic system yet. The primary goal is to make sure I make each class fun to play and comparably viable.
EDIT:I'll add an example of the type of answer I am kind of hoping for (Reference and quick suggestion of relevance).