A game doesn't have to include magic to be fantasy, but so many do! Level One is built to make characters with fantastic abilities playable and fun, with scalable power built right in.

To facilitate this, the rules provide three standard approaches you can mix and match to create some very elaborate systems, or just use straight out of the box. As a rule, there should be a certain small amount of overlap; Spellweavers should be able to detect spirits with base level, but not bind them or get rank bonuses without a relevant spell, just as Conjurors should be able to prepare certain effects that look like spells by negotiating with spirits.

Remember that how you describe your actions defines the world. Maybe your world doesn't have "Spells" at all, but Psionic Adepts battle each other for mastery of the Astral plane. Maybe all magic is spell-based Necromancy that requires a pact with diabolical forces that costs your soul.

Maybe magic is so rare that a single spell is precious, or maybe you can buy a camera from a street vendor with a little demon in it who draws what's in view when you click the button. We like angsty, but as we've said elsewhere, we're not here to tell you how to play your game, just how to use ours to do it.