The Spellbound core rule book injects danger, mystery, and... well, magic back into modern occult role-playing games.
A New Approach to Magic
Spellbound magic is an intelligent, willful force personified by myriad Great Spirits. Humans wield it by tricking, serving, or making faustian bargains with these alien entities. Players negotiate the terms of their spells and powers in narrative terms, just as their characters would.
The Double Check system ensures that even the most skilled spellcasters will lose control of their magic with perilous frequency. Few spells ever work the same way twice, and uncontrolled magic can have nasty side-effects from causing collateral damage to creating Arisen beings that haunt the spellcaster. Folk magic is a volatile mistress.
Tons of Character Ideas
The Spellbound core rule book outlines three paths to power that act as freeform character classes: the Shaman (who makes deals with spirits), the Spellbinder (who steal the Great Spirits' power), and the Spellbound (whose borrowed magic dwells inside them). Skill-based character creation makes sure that, no matter what path you chose, you get exactly the character you envision.
A section on Narrative Structures suggests many ways to link characters together and keep them busy exploring, defending, or exploiting the magical world. (There's plenty more help for busy GMs on this very website.)
Spellbound's rules-light system resolves actions quickly and then fades into the background to let you get on with your role-playing. Its story-driven mechanics give players in-game reasons to play their characters' flaws and motivations. Combat is fast, fluid, cinematic... but still lethal enough to make players pause before resorting to violence.