Fableis perhaps the most interesting first-party Xbox game currently in development. It’s being positioned as an ambitious and triumphant return for the long-dormant fantasy RPG franchise, which hasn’t had a proper release sinceFable 3in 2010, and its lack of a number or subtitle suggests that it will be something of a soft reboot. This is, of course, a good thing, as it will allow theFableIP to grow and evolve alongside contemporary technology and trends.

This is why it’s somewhat nerve-wracking that there has been hardly any actual information revealed about the game. Xbox has shown brief snippets of gameplay and cinematics here and there, but little ofFable’s mechanics, tone, or structure has been illuminated thus far. This paints a rather uncertain picture of the game’s future, especially since it’s seemingly rebuilding theFablebrand and formula from the ground-up. The good thing, however, is that the sky is virtually the limit for Playground Games' vision ofFable, and the studio shouldn’t be afraid to get radical with some of its changes. Spell-casting and the broader magic system would be a wise place to start.

Fable (2025) Tag Page Cover Art

Fable Has a Chance to Reinvent the Magic Wheel

Fable’s Previous Magic Systems Won’t Cut it in 2025

It should go without saying that several aspects of theoriginalFabletrilogyare rather dated, and not suitable for reuse in the newFable; spell-casting is one such aspect.Fable 2has the most spells of any game in the mainline series, though even this selection only comes out to eight different abilities, most of which are rather plain, such as hurling a fireball or temporarily slowing down time.Fable 3cuts down this list to just six spells, though it takes major steps forward by allowing players to mix-and-match different spell effects. For instance, the Blades spell can be combined with Fireball to create flaming swords that attack the enemy. Still, this feature works a bit better in theory than in practice, and the overall spell-casting sandbox still feels rather limited.

The limits of theFablemagic systemare especially apparent when one measures it against modern RPGs. The likes ofElden Ring,Baldur’s Gate 3, and even the much-malignedForspokenfeature a wide spate of distinct and inventive spells, allowing for any number of unique builds and playstyles. This sort of flexibility is what makes modern action-RPGs work as well as they do, and it’s a strength that the upcomingFablewill need to match, lest it fail to be competitive.

Fable’s Magic Needs to Pack a Punch, but There’s No Need to Throw the Baby Out With the Bathwater

One of the best parts ofFable’s magic, which is especially sharpened inFable 3, is its focus on player-centric growth and flexibility. There’s the aforementionedspell-combining ofFable 3, of course, but there’s also the series' broader leveling system, which rewards players for leaning into a specific playstyle: using more spells will net a player more spell XP, so to speak. The player-character’s appearance will even change in accordance with their spell usage, lending the spell-casting system a decidedly organic quality.

IfFablewere to retain the unique relationship between the player and their magic abilities, while expanding the selection of abilities available for use, it could effectively offer the best of both worlds. Indeed, the nextFableshouldn’t just attempt to copy what studios likeFromSoftware and Larianhave done, but rather learn key lessons from such games, while integrating theFableIP’s unique quirks. It will likely be those exact quirks that determine whether its magic system is great, or just servicable.