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					Originally Posted by  Squirrelloid
					 
				 
				I'm not even sure what 'realistic' means in this context.  As long as things follow rules, they're equally good fantasy. 
			
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 What I mean is there are reasons not all magic is the same, Haruspex isn't in the same school as Dark Knowledge, and it costs 1 less gem, but requries one higher path.  The game isn't made to be "completely balanced."  
In a high-magic fantasy world with intelligent smiths and spell-makers, there's a good chance people would find ways of creating things that generate quintessential magic items (gem-gen).  While it's not certain, but it's likely.
Basically, to me, CBM seems to be a (Conceptual) 
Balance Mod, while the original game's focus is more toward flavor (while of course trying to keep it from being overly unbalanced).