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[Dusk] 10 Black Spells.
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<blockquote data-quote="Michael Morris" data-source="post: 642834" data-attributes="member: 87"><p>My original idea with the magi was to make them the only spellcasters. That didn't go over well with my players, not all of whom were fans of the MtG game. Having the magi as a set of prestige classes was a compromise and in the end a good one.</p><p></p><p>While I like to add to the rules, I do not particularly like changing them. Further, I want to make sure that, at the very least, 1st level characters generated using only the core rules will fit in. For one, this keeps my options open as a GM. For instance, if I'm running short on ideas for an adventure I can still plug a module into the setting - indeed I have done this before although this isn't reflected in the setting as it is presented online.</p><p></p><p>Changing rules can rapildly raise the learning curve. The only rule I routinely use is the spell point system, and that one takes some getting used to. It is also the key limiter on spell users in the setting. While low level spell casters aren't affected all that much, high level casters are reduced to casting maybe 1 / 10th the number of spells they can under the normal rules.</p><p></p><p>Despite using the spell point rules, I try to keep the spells that need them to be present to a minimum because I do want the setting materials to be portable enough to be used by others. I sincerely doubt <strong>anyone</strong> has ever run this setting other than me, but individual spells and ideas have leaked into other settings and that's the way I want it to be.</p><p></p><p>BTW, there is a universal list for magi - Gold spells.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 642834, member: 87"] My original idea with the magi was to make them the only spellcasters. That didn't go over well with my players, not all of whom were fans of the MtG game. Having the magi as a set of prestige classes was a compromise and in the end a good one. While I like to add to the rules, I do not particularly like changing them. Further, I want to make sure that, at the very least, 1st level characters generated using only the core rules will fit in. For one, this keeps my options open as a GM. For instance, if I'm running short on ideas for an adventure I can still plug a module into the setting - indeed I have done this before although this isn't reflected in the setting as it is presented online. Changing rules can rapildly raise the learning curve. The only rule I routinely use is the spell point system, and that one takes some getting used to. It is also the key limiter on spell users in the setting. While low level spell casters aren't affected all that much, high level casters are reduced to casting maybe 1 / 10th the number of spells they can under the normal rules. Despite using the spell point rules, I try to keep the spells that need them to be present to a minimum because I do want the setting materials to be portable enough to be used by others. I sincerely doubt [b]anyone[/b] has ever run this setting other than me, but individual spells and ideas have leaked into other settings and that's the way I want it to be. BTW, there is a universal list for magi - Gold spells. [/QUOTE]
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