At some point, the Game Master may feel the need to customize s/his campaign's magickal system - either for campaign "flavor," to avoid the "cookie-cutter syndrome," or - heavens forbid - to control mages who have gotten out of hand. With those thoughts in mind, the following options offer the GM a measure of refinement over magic in his campaign-world.
Other options for tailoring magic:
Game-masters may leave spell selection entirely up to the players or may wish to limit a player's options by providing a spell-list tailored to the learning-environment of the PC mage. GMs may wish to set limits on the number of spells a PC mage can start off knowing by basing it on the number of dice allocated to the mage's spell-casting skill.
example:
Jerry is creating a mage character for use in Mike's game. As groundrules, Mike tells Jerry he may only use First-Rank spells and may select from a list of spells a number of spells equal to three times the number of skill-dice allocated to Cast First-Rank Spells. These spells are now castable by Jerry's character using the dice he's put into Cast First-Rank Spells.
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