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<blockquote data-quote="dekrass" data-source="post: 7930800" data-attributes="member: 6036"><p>I ran a game for a while with the High Magic variant. It makes spellcasters extremely powerful. Contingency abjurations quickly make the entire party nigh invulnerable to creatures of dice pools comparable to the party. Divinations and other utility spells are cast constantly and evocations are stronger than any weapons the warriors have. Overall it makes spellcasters outshine all of the other characters. It could be well suited to something like a Harry Potter campaign where everyone is a caster.</p><p></p><p>Restricting free casting to half MAG would probably reduce some of that. You'd likely still have divinations and abjurations cast constantly, making some skills and abilities from other characters redundant. I think spellcasters would be more powerful than everyone else due to their versatility, but for some groups that may be acceptable. </p><p></p><p>I'm currently using a variant for high magic simply having MP equal MAG time ten. Just having a limit prevents piling on contingencies and makes players choose between spending points constantly for utility spells or being a combat powerhouse. The MP may still be too high. I haven't seen anyone completely run out yet, but just having a cost seems to limit much of the really troublesome casting.</p><p></p><p>Good luck with your game.</p></blockquote><p></p>
[QUOTE="dekrass, post: 7930800, member: 6036"] I ran a game for a while with the High Magic variant. It makes spellcasters extremely powerful. Contingency abjurations quickly make the entire party nigh invulnerable to creatures of dice pools comparable to the party. Divinations and other utility spells are cast constantly and evocations are stronger than any weapons the warriors have. Overall it makes spellcasters outshine all of the other characters. It could be well suited to something like a Harry Potter campaign where everyone is a caster. Restricting free casting to half MAG would probably reduce some of that. You'd likely still have divinations and abjurations cast constantly, making some skills and abilities from other characters redundant. I think spellcasters would be more powerful than everyone else due to their versatility, but for some groups that may be acceptable. I'm currently using a variant for high magic simply having MP equal MAG time ten. Just having a limit prevents piling on contingencies and makes players choose between spending points constantly for utility spells or being a combat powerhouse. The MP may still be too high. I haven't seen anyone completely run out yet, but just having a cost seems to limit much of the really troublesome casting. Good luck with your game. [/QUOTE]
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