First-level spells
During their first level, sorceror players can choose which spells their character knows. If you’ve created a list of spells known by specific cultures or secret societies, some of those spells may not be normally available to that character.
You will need to let the player know that these spells are not common, and that they mark the character as being part of some other culture or group—even if the character isn’t actually from that culture or group! The character might have stolen the spell, acquired it through trade, or even created it from scratch; and the story behind how the character acquired the mystery spells may play into the larger adventures that the group takes part in. But when choosing first-level spells the player may choose any spell in the rulebook, as long as they’re willing to accept the consequences of that knowledge for their sorceror.
When Spells Collide
When two or more spells, spirits, or psychic effects conflict, you’ll have to judge what happens. Here are a few simple guidelines.
Some effects don’t really conflict. A raging storm does not conflict with fair weather faith, for example. The first calls a storm and the other protects an individual from the storm. If a target is under the effect of two fast friends spells, and the two friends fight, the target is likely to want to stop the fight, which may trigger a reaction roll, but there’s no need to ameliorate either of the effects. Friends sometimes fight, and other friends pull them apart.
If it is possible for the effects to mix, let them. Light and darkness can create a haze, for example, with the level of darkness determined by the difference in levels between the conflicting casting or manifestation levels.
For effects where reactions are allowed because of tension or normal conflict, the reaction will probably be triggered. The target above under the effect of two fast friends spells is likely to get a single reaction roll against the spells.
Where the effects are numerical in nature, there isn’t really a conflict, just an adjustment. If both Indestructible Object and Brittle Object are cast on the same object, adjust accordingly: if one is at +4 and the other at –3, the total is +1.