I suspect different folks have different views on which spells are essential. A few options...
1. Make all spells available. Folks can take what they want and ignore what they don't.
2. Make all "Non-Named" spells available. Drop any spell from the shop that is named after a mage. An old PNP guideline some used back in the day.
3. Use one of the default mage merchants found in the tool kit palette and delete spells above the level range you want to make available from the prefab inventory. Add in any spells you feel are particularly helpful in your mod.
4. Drop spells you definitely don't want players to use in your mod. Could be added to any of the options above.
Karvon
Modifié par Karvon, 27 mai 2011 - 03:25 .