Alduin awoke due to the influx of magicka during the oblivion crisis, meaning the empire now has to deal with both flying gods of destruction, and the oblivion gates popping up everywhere. Fortunately, or unfortunately, they have you.
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Magic Rules

View previous topic View next topic Go down 
AuthorMessage
Psychosis
Admin
avatar

Posts : 9
Join date : 2012-02-23

PostSubject: Magic Rules   Fri Mar 02, 2012 9:43 pm

1. If you are at least a journeyman in any magic skill, you may make custom spells.
2. Magic is made to be custom, so have fun with it, just dont overdo it.
3. Special magic items, such as the Eye of Magnus, must be approved by me and another admin.
4. Daedric magic is allowed, by that I mean if you make a character who can change the weather, that is fine.
5. Additional rules will be added later.
Back to top Go down
View user profile http://cotdb.forumotion.com
 
Magic Rules
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Martian Rebellion, with figs and GURPS rules(SAVAGE WORLDS?)
» Rules and Guidelines for hosting a party
» LEGENDARY BATTLE SCENARIO RULES
» Need Imperial Flyer Rules
» rules for warbands or skirmish

Permissions in this forum:You cannot reply to topics in this forum
Crisis of the Dragonborn :: Rules & Regulations :: Magic Rules-
Jump to: