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Sean_RDP

Spells: How many do we need?

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How many spells do players really need? I tend to think you need a variety to cover most styles of play and making new ones up should not be hard for people. But how many spells feels about right? 

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I'd suggest looking at Deep Magic in Advanced Sorcery. It's an all encompassing magic system that relies on Spheres and Glyphs.

The spell caster concentrates on the appropriate Sphere and Glyph for the desired affect.

example :

1.Marcus wants to shoot fire at an opponent. He concentrates on the fire sphere and the creation glyph. Success means fire appears on target.

2. Marcus wants to disintegrate a door. He uses flora sphere and dismissal glyph.

3. Marcus wants to become invisible . He concentrates on flesh sphere and alteration glyph.

Using these the possibilities are endless and totally unrestrictive, while not filling your book up with dozens of spells.

There may be other sources something similar to Deep Magic is used. There is an alternative system in the downloads section here.

 

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Not sure freeform magic is what you were thinking of but my players have developed spells to freeze doors shut, build bridges, replace limbs, cause lingering disease, gate and teleport, lay false tracks, mind control vendors, spook horses, go invisible, create illusions, fix a leaky boat and many more...

If you like check out the sample spells in the 1.8 version of "The Second Way" found in the download section for what they have developed to date. You can find it here -> http://basicroleplaying.org/files/file/471-the-second-way-draft/

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At this point I am open to any input. I have no illusions that what I put in for Sorcery in Skaerune' will be THE DEFINITIVE sorcery for BRP but I want it to be interesting and have enough variety. So the more ideas, the better. 

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