Magic House Rules

This will encompass all my current house rules in regards to magic.

Orders Available
Standard Orders are available depending upon Paths taken

Changes to Number of Modes
I do not fully enjoy the 5th edition mode setup, so I have my own cross between 4th and 5th edition modes.

Attack - Damage-dealing spells

Conjure - conjuring items, materials

Divination - Increasing PER, enabling detection, scrying, reversible

Enchant - Changing attributes, Alter from 4th edition, also used for enchanting items

Heal - Mending damage, curing diseases, reversible

Illusion - Creating illusory sights, sounds, smells, etc

Influence - Making people do what you want them to do

Move - Telekinesis, levitation, etc

Summon - Bringing beings from another dimension into your own, reversible

Transform - Transforming a person, or thing, into another person or thing, either fully or partially

Ward - Protection spells, reversible

Starting Known Spells
There are many different ways to do this.

In the past, for 4th edition, I have used the rule that you would have 1 spell per level per mode, plus an additional spell in a mode of your chosing, for each point of MR.

Currently, if you have a mode, no matter the level you have, characters will receive all of the basic spells of that mode. These spells can be found under each Order in the Talislantan Grimoire section.

Spell Penalty
Characters receive a -1 cumulative penalty for each spell they cast from memory.

Critical Success result when casting a spell will waive the penalty for that casting.

Characters may cast a number of spells equal to their WIL with no penalty.

When casting from a written work, spellbook or scroll, player will not suffer additional penalties unless the result is Failure or below.