OOC
I received a question on how exactly spells work, such as what are the limits of a single spell, I'm copying and pasting my answer here as I'm sure others are wondering too:
My goal with the magic system is to keep it very simple, especially at the start. Every spell does one thing, so a Haste spell would only speed up a subject. A spell to slow others down would be a separate spell <i>or an augmentation of the existing spell. My view with spell augmentation is that instead of creating a new spell when spending the 5xp you can to alter existing spells you already know to add extra utility to them. It allows a mage to bring a more versatile spell with them, potentially saving spell slots, but the caveat though is that the more heavily augmented a spell is the more prone it is for unexpected side effects, so higher Control stat will be needed the more a spell is expanded.
Ideally I'd like people to be doing a healthy mixture of creating new spells, augmenting some of their spells, bringing along some enchantments, and probably other things I haven't anticipated yet. If someone tries to augment one spell so much it can do essentially everything the amount of side effects it's going to cause will be so severe it will essentially be just adding obstacles as much as it's overcoming them.
By limiting the amount of spells that can be brought per adventure it creates interesting decision points, and when you boil down an RPG it's essentially about making interesting choices. (At least in my opinion!)</i>
Edit: I've also turned off the Requesting Players flag, we had a pretty healthy show of interest in the game! A couple more characters are coming down the pipeline. We may have the game opening up tomorrow, but if not tomorrow then certainly by Friday.
This message was last edited by the GM at 03:51, Thu 25 Jan.