Optional Magic Rules

GM's Note
The following information has been taken directly from the source material with the intent of allowing you the players to read the information and arguements put forth in the article, and make an educated decision on whether or not we should attempt to use any of the rules in our games.   After session 0, where we will discuss and finalise any of these rules we want to implement, I will remove the unused rules from this links below. If at a later date we decide the rules are not working for us, and we would instead like to try using some of the alternate rules, the rules currently in use will be displayed below for easy access.
 

Arcanum Incatare: More Enchanting Magic

The fifth edition magic system works. It’s not perfect, but no role-playing game’s rules are. Nonetheless, it provides game masters and players with the systems they need to prepare, cast, and adjudicate spells. Among old and new players alike, however, there are a few recurring complaints about the existing system: fifth edition’s magic doesn’t have the “flavor” of older editions; the concentration mechanics limit caster flexibility too much, especially concentration cantrips; and, of course, counterspell ruins the fun of playing a spellcaster.   The following house rules are intended to provide options to enhance the fifth edition magic system and can be used together or individually to enhance the existing rules as written.  
GM Note:
Be aware that some of these optional rules increase the power of player characters, sometimes by quite a bit. We recommend carefully considering which rules you’d like to include in your game, and if characters being even more powerful than they already are is a concern, consider not using rules that expand that power even more.
Source: Lair Magazine #23

Articles under Optional Magic Rules


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