Ilina_Young wrote:you don't need new options for magic. there are already a lot of power and trapping options. even if you start with bolt, boost trait and healing like 90% of the power gamed arcane spellcasters out there. trappings can make your spells very different. even if you took blast, succor, and quickness. your trappings can make you very different. or if you want mechanical differentiation, add a power that isn't part of the big 6 combat powers. you don't even need restrictive lists, taking deflection or taking elemental manipulation will make you different.
Brickulos has a point though: if you want to make your spellcaster unique, it is your task as a player to do so.
It is possible to do it, but my experience is that for most new players, getting the hang of trappings is the hardest part of SW. In quite a few cases this even meant that some players were not willing to play spellcasters in SW.
Also, some customization options are still great. I regularly use the spell bargain method from Deadlands (get the best poker hand vs. the needs of the spirit), and the ritual casting + and the whole spell list from Solomon Kane (similar to "no power points", but you get your casting penalty decreased for every turn you spend casting. Also spell duration is spellcaster rank based, such as hour/rank).