Re: Spell Circle
I would do it the other way around.
Have the "Circle Leader" buy a Perk: Circle Leader, the perk costs one-fifth the amount that he can add to his spells. To add 50 active points, cost 10 points. (GM must decide what is a reasonable upper limit.)
To get the full benefit, this also requires a suitable circle. The GM is final say so on whether a circle is big enough and whether the spells are powerful enough to assist the Circle Leader and how long the effects last.
"One of the hardest things to do, as a GM, is to make simple fantasy economics work. That's because it is easy to imagine flying dragons and magic, but simple economies that work, that is truly beyond even our wildest fantasies."
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