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These rules provide a generic framework for magic for Blades & Black Magic. These rules are intended to be used with any genre, from Swords & Sorcery to High Fantasy.

Contents:

  • Basic Framework
  • Skills
  • Casting Spells
  • Spell Ranks
  • Corruption
  • Backlash
  • Spell Books and Scrolls
  • Magic Artifacts
  • Options
  • Genres & Styles

BASIC FRAMEWORK

Sorcery is rare, hard and dangerous to learn. Sorcerers harness magic in the form of spells. These spells can have dangerous consequences for both subject and the caster. Spell failures in particular can have severe consequences for the caster (and maybe the surrounding area), and even success could have serious negative consequences for the caster. Even so, the lure of magic is a powerful thing, and many people have tried to wield it through the ages.

Magic is used in Blades & Black Magic through the Sorcery skill. Tests are made against a wizard’s Sorcery skill, much like any other skill. However, beyond that, sorcery is divided into 4 major levels of power, or "Ranks." Each spell has an appropriate Rank, and each Rank has certain aspects that allow a player to make trade-offs in spell cost in return for additional requirements in casting.

There are no set spell lists. Sorcerers bend magic to their will to suit their needs. Sorcerers scour the land, searching for knowledge of how to cast more powerful magics. The costs are high, in time, preparation and blood–but many believe it is worth it…

SKILLS

To use magic and cast spells, requires the Sorcery skill:

Sorcery (IQ)
The Sorcery skill allows the wielder to cast magical spells. True wizards or sorcerers have the skill at the Trained (T) or Expert (X) levels. At the Trained level, a sorcerer can cast spells that he knows, or has written down in a spell book or scroll. A trained Sorcerer can memorize up to his IQ in spells.

At the Trained level, a sorcerer can sense magic nearby. This includes other sorcerers, spells that have been cast or even magical artifacts. They also have the ability to sense whether a creature has some form of magical ability (although they may not know what that exact form is). Roll 3/IQ to detect magic or other sorcerers nearby. The more powerful the sorcerer or spell that is cast, the easier it will be to detect. Add DRMs as appropriate.

At the Expert (X) level, a sorcerer can cast spells using 4 dice, and removing the highest result. An Expert sorcerer can also determine more information about the magic that is around him. If he passes a 3/IQ test, the sorcerer can sense the exact form of spells cast near him, the abilities of magical creatures or magic artifacts used near him.

An untrained person (I) attempting to cast a spell is at a serious disadvantage. An untrained person can only perform spells at the Cantrip Rank, and attempt spells that are written down in a spell book or scroll. They also have an additional 1 die DRM to their skill roll (4/IQ).

The Sorcery skill includes the Literacy skill–it is part of the training. It also includes the arcane language at no cost.

The cost for the Sorcery skill at the Trained level is 4 points (1440 XP) and must be taken at character creation. This includes 1 point of corruption. The cost to reach the Expert level is an additional 8 points (2880 XP). The Expert level also includes 3 additional points of corruption.

Magical Calligraphy (IQ)
This skill allows a sorcerer to write a spell into a spell book or scroll. To create a magical scroll or cast a spell into a spell book, the sorcerer must first pass a 3/IQ test against his Magical Calligraphy skill. If he passes that, he must then successfully cast the spell itself.

The following are changes to the action that are listed in the Blades & Black Magic rules:

Cast Spell (IQ)
If a character has moved no more than 1 space (5′), he may cast or renew a spell. The ST cost of a spell is paid immediately upon successful casting of the spell.

CASTING SPELLS

To cast a spell, a player chooses the Cast Spell action. The player decides on the effects that he wishes the spell to have, then negotiates with the Referee to select which Rank best fits along with the spell cost.

In addition, the player selects 1 or more spell requirements to aid the sorcerer in the casting of the spell, as needed. Selecting various spell casting requirements reduces the cost of the spell by 1 ST point for each requirement chosen after the first, down to the minimum cost for that spell’s Rank. The Referee is the final arbiter of Rank and cost for the spell.

The character then must pass a base 3/IQ test + any Rank DRM to determine if the spell was successful. Regardless of whether the character passes the test or fails, the character pays the full price for the spell.

Sorcerer characters begin with access to 1d3 Cantrips and 1 spell of First Rank written in their personal spell book. Roll randomly or the Referee may select for the player. Any additional spells must be worked out by the player or discovered through play, gaining access to arcane spell books or dusty scrolls.

Backlash: If the wizard fails on casting the spell, and meets the needed backlash criteria for the spell’s Rank, the caster must roll on the appropriate backlash table. These are applied immediately.

Spell Duration: In general, spells are either instantaneous, expire after a period of time, or are permanent. The duration of the spell must be described as part of the spell effects.

Casting Time: Casting time varies, depending on the spell Rank, and requirements chosen. In general, casting spells takes 1 turn to perform, unless otherwise determined by the Referee.

Ingredients: All spells beyond Cantrips require some special ingredients. The exact nature of these ingredients are left to the Referee and player to fit the setting and situation. Obtaining the ingredients may be an adventure on its own…

SPELL RANKS

Cantrips

Min IQ: 10.
Difficulty: Automatic (-), Easy (-2 DRM).
ST/Min cost: 0, 1 or 2/0.
Backlash: roll of 18.

Cantrips are very basic, simple spells with limited effects. They can cause small pains or distractions, or make simple repairs. They are the things that apprentices learn, or sorcerers use to perform basic actions or impress locals.

These spells do not require any extra rituals, but do assume that sorcerers have their normal focus items, such as their staff, amulets or other trinkets. If they do not have these items, add +1 die DRM to the casting test.

Sample cantrip spells include lighting a fire, creating a sorcerous light, basic illusions, causing an enemy to drop a weapon or the creation of a sorcerer’s staff.

First Rank

Min IQ: 12.
Difficulty: Average (no DRM).
ST/Min Cost: 5/2.
Backlash: roll of 17 or 18.

Spells of the First Rank are more powerful spells, ones that truly do what common people fear sorcerers can do. They include most tactical or adventuring spells, with limited damage or abilities to affect minds. They also include some limited summoning spells, scrying and real illusions. They include things that a person could do, given enough time and the right equipment.

First Rank spells begin the use of spell casting requirements, or the use of various actions to reduce the cost of a spell.

Spell casting requirements for First Rank spells (select at least 1):

  • Special Item. Some form of spell book, scroll, fetish or focus item is required but relatively easy to obtain.
  • Line of Sight. Caster must have clear view of the target.
  • Casting Time. The spell requires 1d6 x 30 minutes of preparation before casting.
  • Intimate Materials. The spell requires a personal item from the target (hair, blood, clothing, etc.)
  • Special Knowledge. The caster must conduct lengthy research into the spell and target to gather all needed information.
  • Obvious Technique. The caster must gesture, chant or otherwise make physically visible movements and sounds during the casting.
  • Special Hour. The spell can only be cast at a certain time of the day.
  • Ritual Preparation. The caster must bathe his body in clean water and specific oils, and shave his or her body hair. This will take 1d6 hours.
  • Blood. The caster personally suffers an additional damage of 1d3 when the spell is cast. This is in addition to the normal spell cost.
  • Corruption. The caster gains 1 point of corruption.
  • Group Ritual. The casting of the spell requires 1d6 assistants, each with the Sorcerer skill at the Trained level. The ritual takes 1d6 hours.

For each requirement chosen, reduce the cost for the spell by 1, with a minimum of 2 ST cost.

Sample spells of the first Rank include minor breaking spells, basic mind control spells, protection spells and spells that cause physical damage to enemies.

Second Rank

Min IQ: 14.
Difficulty: Hard (+2 DRM).
ST/Min Cost: 10/5.
Backlash: Any failure by 3+.

Spells of the Second Rank are truly powerful magics, that few wizards can achieve–and fewer dare. They are less practical for combat use, and affect stories on a larger scale. These spells include larger, more powerful scales of lesser-Rank spells, spells with much more destruction or harm, more powerful scrying and summoning spells and contact with demons and other planes of existence.

Second Rank spells have higher costs and are much riskier to cast. They include the use of more powerful tradeoffs to be successful.

Spell casting requirements for Second Rank spells (select 2 or more):

  • Special Item. An ancient spell book, heavy tablet, delicate scroll or other focus item is required to cast the spell. It is rare, held in a distant land, guarded by monsters, etc.
  • Rare Ingredients. An adventure is required to locate the necessary items to perform the spell. It will take at least 1d6 weeks to obtain the item.
  • Permanent Focus. The caster must undertake ritual tattooing in order to permanently inscribe the details of the spell on his body.
  • Casting Time. The spell will take 2d6 hours of meditation, chanting, etc. to correctly cast the spell.
  • Ritual Sacrifice. An animal such as a lamb or 1d6 frogs must be sacrificed prior to casting the spell.
  • Ritual Preparation. The caster must bathe his body in clean water and specific oils, and shave his or her body hair. This will take 1d6 days.
  • Lunar Phase. The spell can only be cast during a certain phase of the moon or on a certain day.
  • Personal Ordeal. The caster must fast for 2d6 days or otherwise suffer through some personal effort to cast the spell.
  • Blood. The sorcerer personally suffers an additional 1d6+1 of damage when the spell is cast.
  • Corruption. The caster gains 2 points of corruption. Any assistants gain 1 point of corruption.
  • Group Ritual. The spell requires 2d6 assistants to be cast, each of the Trained level or higher. The ritual takes 3d6 hours.
  • Significant cost. Caster agrees to sacrifice a minor item or have non-lethal threat to a person in his life. Referee should be creative.

For each requirement, reduce the cost for the spell by 1, with a minimum of 5 ST cost.

Sample spells of the second Rank include large-scale illusions, summoning of large animals or creatures, flying through the air or spells that cause larger amounts of damage.

Third Rank

Min IQ: 16.
Difficulty: Very Hard (+1 die DRM).
ST/Min Cost: 15/10.
Backlash: All failures.

The most powerful spells known, spells of the Third Rank are truly earth-shattering and world-affecting magics. They are very rare, and not for most wizards or sorcerers. They are spells that affect large areas, have permanent effects, or include the largest summonings.

Third Rank spells require group rituals to be performed, with other tradeoffs available as well.

Spell casting requirements for Third Rank spells (select 3 or more):

  • Personal Ordeal. The caster must endure a ritual scarring or bloodletting to obtain the right frame of mind for casting the spell.
  • Casting Time. The spell will take 1d3 days of meditation, chanting, etc. to correctly cast the spell.
  • Ritual Sacrifice. The sacrifice of a sentient being is required for the spell to be cast.
  • The Stars ARE Right. The spell must be cast only when certain stars and planets are in alignment.
  • Place of Power. The spell must be cast in a certain place of magical power. Such places must be specified and are very rare.
  • Demonic Transformation. The caster is permanently transformed or takes on some permanent mark to cast the spell.
  • Damnation. The spell requires the sacrifice of a willing soul.
  • Cataclysm. The location becomes dammed or cursed for centuries.
  • Blood. The caster personally suffers 2d6+1 damage and sacrifices 1 attribute point permanently when the spell is cast.
  • Aging. The caster loses 1 attribute point, permanently, by aging 10 years.
  • Corruption. The caster gains 3 points of corruption. Any assistants gain 2 points.
  • Group Ritual. The spell requires 3d6 assistants to cast, each with Sorcery at the Trained level or higher. The ritual takes 1d3 days.
  • Loss of Ability. This is the last spell the sorcerer will ever cast.
  • Ultimate cost. Caster agrees to sacrifice a major item or person in his life. Referee should be creative. Worth 3 ST points.

For each requirement, reduce the cost for the spell by 1, with a minimum of 10 ST cost.

Sample spells of the third Rank the summoning of larger monsters or demons, causing the death of an enemy or teleporting to other locations.

CORRUPTION

No matter the genre, dealing with magic is dangerous to all involved, and leaves a permanent mark upon those who touch it. This mark is apparent by the presence of corruption, which is a measure of the physical and mental manifestation of how much magic has warped the sorcerer.

Corruption is measured for each character in the form of abstract "corruption points." Every hero starts with 0 corruption points, but characters with the Sorcery skill start with 1 point of corruption. This represents the initial effects of the darkness of magic on the mind of sorcerers.

Corruption points are added through the encounter with evil situations, the use of higher-powered sorcerous spells, or gained through spell backlash.

If in the opinion of the Referee, the use of any spell or magical artifact is pure and of good intent, the corruption point cost of a spell may be reduced by 1.

When a character reaches 5 points of corruption, the power of sorcery has begun to subtly show in the mind of the sorcerer, and in the world around him. After a character gains 10 points of corruption, there is an obvious physical manifestation of the power he has touched. This is obvious to anyone who encounters him. If a character reaches 20 corruption points, they have become quite obviously a madman or monster.

The exact form the corruption takes is best left to the Referee and the player. Lower levels of corruption may have the character suffer from restless nights and nightmares. He may develop a tick or begin muttering to himself, resulting in a -1 on reaction rolls.

Small physical manifestations may show in dogs barking when near the wizard, or animals being uncontrollable. Maybe flowers wilt. Larger manifestations would definitely show visible marks upon the body and soul–eyes that burn red or deep black, withered limbs or uncontrollable laughter. Extreme levels of corruption would mean the character becomes an NPC under the control of the Referee, and a very dangerous villain.

The source of the corrupting power is also left to the Referee, and should be setting-specific. For example, it may be the result of the corrupting power of the Void that burns its way into the sorcerer, physically and mentally warping body and soul over time. Or it may be that the power of the elemental Gods is so strong, that any magic powered by them gradually turns the wizard into an actual form of that element over time.

Corruption is generally permanent. Once you look into the abyss of the Void, it also looks into you. However, corruption can be cleansed from a characters body and soul through difficult and limited means. These include:

  • Cleansing Ritual. The sorcerer must undergo a personal ritual that works to remove the effects of magic from his body and mind. This takes 1d6 days, after which he must pass a 3/ST test. If he is successful, he can remove 1d3 corruption points. If he fails, he keeps the corruption points and takes 1d6 points of damage. A cleansing ritual can only be performed once per year.
  • Abstinence. The sorcerer must not perform or be around magic in any way for 1d3 months. After that, he can remove 1 corruption point. This can only be performed once per year.
  • Divine Intervention. The sorcerer can appeal to an appropriate god once for a cleansing effect. This will require the character to make some form of personal sacrifice or pledge to the god. In return, the character can remove 1d3 points of corruption.

BACKLASH

Sorcery is risky, and critical failures can have terrible effects on any sorcerer who attempts to use it. As the power of the spells increases, so does the risk–and the effects of failure.

Cantrips

For a spell test roll of 18, roll 3d6 on the table below.

  1. Castor receives a minor curse for 1d6 hours.
  2. Caster glows a random color for 1d6 minutes.
  3. Castor takes 1 point of damage.
  4. 1 random hex surrounding the caster bursts into flame.
  5. Caster gains a visible mark on his body that lasts 1d6 days.
  6. Caster takes a psychic shock to his system. DX-2 for next hour. Caster is Dazzled for 1d6 turns.
  7. Spell succeeds, but causes the opposite effect.
  8. Spell fails, leaving a nauseating stink of sulphur. ST-1 for 1 min.
  9. Caster is struck by backlash force. 3/DX or be knocked to the ground.
  10. Caster falls asleep for 1d6 minutes.
  11. Large misty shadow appears around the caster in a megahex centered around the caster for 1d6 minutes. Any action into or out of the shadowed area is at DX-2.
  12. Loud thunderclap is heard, frightening any animals and leaving all stunned with DX-2 for 1 turn.
  13. Spell succeeds but the caster is stunned for 1d6 hours.
  14. Caster receives 1 point of corruption for 1 day.
  15. Caster glows with magical energy for 1d6 minutes. Any creature that feeds on magical energy in the area will seek out and attack the caster.
  16. Different spell effect. Roll test for that one.

First Rank

For a spell test roll of 17+, roll on the table below.

  1. Caster receives a minor curse for 1d3 days.
  2. Minor demon appears, causes 1d6 damage to the caster and then disappears. The demon continues to appear and attack the caster periodically until sent back to its plane.
  3. Castor takes 1d6 damage.
  4. 1 random hex surrounding the caster bursts into flame.
  5. Caster gains a visible mark on his body that lasts 1d6 weeks.
  6. Caster is blinded for 1d6 hours.
  7. Spell succeeds, but causes the opposite effect on a person at random.
  8. Spell fails, leaving a cloud of sulphuric-smelling mist. All creatures with a megahex centered on the caster is ST-2, and loses 1d3 turns due to coughing.
  9. Caster is struck by backlash force. 4/DX or be knocked to the ground.
  10. Caster falls asleep for 1d6 hours.
  11. Shadow appears, centered on the caster, per the spell. Shadow stays around the castor for 1d6 hours.
  12. Lesser Shout, per the spell, is released.
  13. Spell succeeds, but all involved with the spell are stunned for 2d6 hours.
  14. Caster gains 1 point of corruption.
  15. Caster glows with magical energy for 1d6 hours. Any creature that feeds on magical energy in the area will seek out and attack the caster.
  16. Caster’s IQ reduced by 2 for 2d6 hours.

Second Rank

For every spell failure with a test roll of 3 more than required, roll on the table below.

  1. Caster receives a minor curse.
  2. Minor demon appears, causes 1d6 damage to the caster and then disappears. The demon continues to appear and attack the caster periodically until sent back to its plane.
  3. Caster takes 2d6 points damage.
  4. 3 hexes in random direction from the caster burst into flame.
  5. Caster gains a minor permanent, visible scar.
  6. Caster is blinded for 1d6 days.
  7. Spell succeeds, but causes the opposite effect on the caster.
  8. Spell fails, with a large cloud of noxious, sulphuric mist 5/hexes in every direct from the caster. All creatures are at ST-2 and lose 1d6 turns due to uncontrollable coughing.
  9. Caster is struck by backlash force. DX-2 for 1d6 hours and knocked down.
  10. Caster falls into a coma for 1d6 days.
  11. Megahex shadow appears, per the spell, centered on the caster. Lasts for 1d6 hours.
  12. Greater Shout, per the spell, is released.
  13. Spell succeeds, but causes 1d6 damage to all involved with the spell.
  14. Caster gains 2 points of corruption.
  15. Caster is drained of magical energy for 1d6 minutes and is unable to cast any spell.
  16. Caster loses 1 attribute point permanently.

Third Rank

For every spell failure, roll on the table below. In addition, the caster takes 1d6 damage in addition to all other costs.

  1. Caster is cursed with something determined by the Referee–be creative.
  2. Minor demon appears, causes 2d6 damage to the caster and then disappears. The demon continues to appear and attack the caster periodically until sent back to its plane.
  3. Caster takes 3d6 points of damage.
  4. Megahex with the caster in the center bursts into flame.
  5. Caster gains a large, permanent, visible scar on his body.
  6. Caster is permanently blinded.
  7. Spell succeeds, but causes the opposite effect on the caster. Any damage is doubled or effects are permanent.
  8. Spell fails, and caster is wracked with coughing fits for 1d3 hours. ST-2 during that time.
  9. Caster is struck by backlash force. DX-2 for 1d6 days.
  10. Caster falls into a semi-permanent sleep, sleeping for all but 2 hours a day. Requires Remove Curse to return to normal.
  11. Shadow area 14 hexes large permanently appears. It does not move with the caster, but it stays in that location, with a feeling of evil.
  12. Caster is drained of magical energy for 1d6 hours and is unable to cast any spell.
  13. Spell succeeds, but causes 2d6 damage to all involved, plus a minor earthquake in the immediate area. Be creative with the results.
  14. Caster gains 3 points of corruption.
    17-18. Demon appears and carries caster off to the netherworld.

SPELL BOOKS AND SCROLLS

Spell books are the written embodiment of particular spells. When the wizard casts a spell from a scroll or spell book, he receives a -1 die DRM.

Casting a spell into a scroll or spell book for later use requires 1 additional full day of preparation, as well as the time to cast the actual spell. The Magical Calligraphy skill is required to cast a spell into a book or scroll.

The character must meet all of the requirements for the spell to be written, and pass the same IQ test as if he were casting the spell normally.

Spell books and scrolls are magical items themselves, and retain much of the sorcerous power that is cast into them.

MAGIC ARTIFACTS

Magical artifacts are rare and wondrous things, and extremely valuable. Even in high fantasy settings, magic artifacts are suspect, and risky for the wielder as much as the target.

Magic artifacts are never "always on" and must be willed on to work. They cost blood to use as well. This takes the form of ST loss in the form of damage.

All magic artifacts require a 3/IQ test to use. This includes items such as armor or shields. On a test roll of 18, the artifact has undergone some form of backlash. Roll on the backlash table defined for that item.

Creation of a magic artifact is always a spell of the Third Rank, and will require considerable sacrifice by the creator. This could include the loss of a point of DX to create a sword that gives +1 to hit, for example. Another might be the loss of an eye for a crystal ball.

OPTIONS

Spell Cost

There are two basic differences in how spell cost is handled, with the choice depending on genre or campaign style.

For a high fantasy campaign, the spell cost can be considered fatigue, and be recovered after a good night’s sleep. For a traditional swords & sorcery or dark fantasy campaign, spell cost should be considered damage, or wounds. In addition, the cost to cast a Third Rank spell may incur other costs as well, such as aging the caster by 5-10 years.

Finally, the Referee may determine that spell costs at higher Ranks may require some form of personal sacrifice, such as the death of a loved one, the destruction or loss of a critical items such as a magic item, or worse.

Magical Paths

The use of magical paths is an optional method of grouping spells into essential types, based on the magic’s use. This has no mechanical effects in the game, but simply serves to bring a little more life to wizards and sorcerers. This option has no cost, but does limit the spells a wizard or sorcerer should cast.

Common paths include:

Abjuration.
Deals with protection, healing, fertility, empathy spells. Generally seen as "good" magic.

Conjuration.
Deals with summoning animals, spirits or forces from elsewhere. Does not necessarily include creation of things such as fire, walls or magic rope.

Divination.
Focuses on knowledge, scrying, languages.

Enchantment.
Focuses on illusions, glamours, altering perceptions, telepathy, mind control.

Evocation.
Focuses magic on individual elements of Fire, Water, Air, Earth.

Necromancy.
Deals with death, darkness and negative energy. Also includes knowledge of the undead. Universally seen as unnatural. Outlawed in some lands, tolerated in others.

Pledging of Souls

One feature seen in many fictional stories is that of characters pledging their souls to some god or demon. This grants them additional powers–at a cost.

To select this option, the player must work with the Referee to select an appropriate god or demon in their setting. Once identified, the caster receives a -1 die DRM on spells that would be considered aligned with that particular god or demon. In addition, the Referee will roll 1 die for any test that the character may face–not the player. For example, on a 3/IQ test, the player would roll 2 die, and the Referee would roll the third. This reflects the loss of a part of the characters soul by the player.

The Referee may also impose additional constraints on the character to reflect the nature of the god or demon served.

GENRES & STYLES

A note on terms: There are a number of terms used in these rules that are intended to be generic in nature. Specific use of other words for these terms is left to the Referee for their setting and genre. For example, in a classic Swords & Sorcery setting, the word "sorcery" may be used instead of "magic." For a more high fantasy setting, though, the term "magic" may be perfectly acceptable. They all mean the same thing in game terms.

Swords & Sorcery

The Swords & Sorcery genre would include the following options:

  • Spell cost is damage.
  • Spell paths may or may not be used–Referee decision.
  • Corruption is a must.
  • Pledging of souls should be used, but may not be required–Referee decision.

High Fantasy

A High Fantasy genre would include the following options:

  • Spell cost is fatigue.
  • Paths are preferred.
  • Corruption may or may not be used–Referee decision.
  • Pledging of souls may be used, but should not be required–Referee decision.

Ice Age

An Ice Age genre would include the following options:

  • Available spells would only be at the Cantrip and First Rank level.
  • The use of trinkets or fetishes should be required.
  • Corruption should be used.
  • Some form of ritual is required.
  • Magic must be in a shamanistic form.
  • Any shaman would have 1 apprentice to pass knowledge on to.
  • Cost is in blood.
  • Human sacrifice is for evil shamans, animal sacrifice for good.
  • No ritual beyond 1 person in size.

Modern

A Modern genre would include the following options:

  • Available spells would be Cantrips only.
  • Spell books are required.
  • Spell cost is damage.
  • Corruption should be used.
  • Some form of ritual is required.

SOURCES

The primary source of inspiration for these rules is obviously Blades & Black Magic by CR Brandon.

The system of magnitudes came from Barbarians of Lemusira, by Simon Washbourne.

Many of the ideas for improvisational magic came from Fast Magic by Zozer Games.

And as always, the rules were shaped by hours of email conversations with the always insightful Jeff Vandine.

NOTES

What this seems to drive:

  • Wizards will have higher IQs at lower levels. With a min IQ of 10 even for cantrips, wizards will have to be smarter, and that is not a bad thing. Much like having a clumsy thief or weak warrior, who wants a dumb wizard?
  • Most magics for dungeon crawling will be limited in power, and either cantrips or first Rank.
  • Magic will be more limited, and maybe force players to be more creative.
  • Higher powered spells will be much more rare. With second and third Rank spells being more difficult to perform–and risky–the Big Magics(tm) will take place in the story, not in the dungeon.
  • Higher powered magics can be much more powerful. Whether they are written spells or freely cast, really powerful magics can be created and used. Things like Turning in the Witch World books, where witches crashed down mountains to stop an army from invading–Third Rank, with a ton of requirements… which resulted in a lot of witches being killed. Really story-driven spells that may even happen outside of the party.
  • Magic is much more risky and costly.
  • Play may be slower for higher level spells.
  • Even in a high fantasy setting, magic will be more rare and dangerous. Wizards will be more like in fiction, not magical superheroes.
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