HARP has a unique spell mechanic, where each spell is a skill. This reduces the number of spells a character can learn, which is generally a good thing. The spells magic-using professions know there will be fewer, and characters will focus on a few to rise to higher levels of skill ranks.
In games like Against the Darkmaster (AtD) and Rolemaster, the focus is on each 'spell skill,' a list of spells that grants you more and different related powers as you level up. Among them, Rolemaster takes the crown for its intense spell system. Each spell skill reaches its pinnacle at level 50 of power, unleashing insanely powerful, world-changing effects that top the list.
HARP has spell scaling, where you can add effects from a list in the spell to add abilities, damage, functions, or targets to the spell being cast. Each of those costs extra power points, which raises the skill level needed, and also armor will add to the power necessary to cast a spell. Against the Darkmaster has these spell scaling effects, which they call warping. Rolemaster does not (AFAIK).
Against the Darkmaster's magic system is the most straightforward, offering a sense of simplicity and ease. With the least amount of bookkeeping required, players can focus more on the game and less on managing their spells.
Rolemaster is the most in-depth, with the most potent magic systems that scale insanely. Rolemaster is the "power caster" sort of game, while HARP is a close second when you factor in unlimited levels in both games. I feel HARP can scale power higher once spell scaling is appropriately abused. I say abused because that is the fun of the spell game with those scaling effects.
HARP is in the middle, with more bookkeeping since each spell is a skill. But this reduces the number of spells overall, with a suggestion of half-casters having 15 spells maximum while casters have 30. That is still a significant number of spell skills to track at higher levels, and I can see needing a supplemental spell sheet once a caster gets up past level 6.
HARP and Rolemaster have no maximum level, while AtD has a maximum of 10.
Other games that use individual spells as skills are GURPS and Dungeon Fantasy, though the level to cast and power point costs aren't usually changing as a casting factor, nor are they used to power up - though some you can cast with more power points to increase the effects.
I like spells as a skill and being able to level them up. If I play a wizard who specializes in fireball, raising the level of that high while mostly maintaining other spells at practical levels, that is my choice, and it makes my wizard unique.
In HARP, I can specialize in the arcane bolt spell, which costs 3 PP to cast for its 1d10 and 50' range, which takes a minimum skill level of 3 (matching the power points needed). For +3 PP, I can increase the damage by +1d10 (5d10 max). I can spend +4 PP to hit an additional target. Adding +1 PP will get me an extra 50' of range. So, at a skill level of 20, I could cast one mana bolt out to 500' doing 5d10. Or, I could do 1d10 damage to 5 targets out to 100'.
I paid the development points to make my arcane missile awesome; why can't I enjoy the benefit of specialization? A higher skill level will increase your chances of getting spell results that double or triple your spell's damage or effect, especially when modifiers are added to your roll for situational modifiers. That level 20 spell is a +70 modifier on the table, plus your stat bonuses and doubled effects start at a roll of 151+.
In HARP, becoming a gunslinger with arcane bolts and dishing out 10d10 or even 15d10 crits is not hard.
That is cool.
That makes me want to play a caster.
And unlike a game like Dungeon Crawl Classics, those high-end results do not need specialized random charts to create. These are built into the task resolution system.
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