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<blockquote data-quote="Turanil" data-source="post: 1968617" data-attributes="member: 9646"><p>GT magic basically runs like this:</p><p></p><p>1) To cast a spell you must know a spell. To know a spell you must have learned it through the use of the Spellcraft skill. Anyone who can get Spellcraft ranks has the potential for learning a spell, independant from his class (spellcaster or not).</p><p></p><p>2) Default caster level = 0 when you just know a spell and nothing else. To cast you must succeed a caster check equal to 10 + spell level (if I recall correctly). The spell is cast either at your caster level or the level of the spell, whichever is greater.</p><p></p><p>3) Casting a spell draws on your life force. When you cast a spell you roll 1d6 per level of the spell (this is called "spell-burn"). This is the number of temporary Con points of damage you suffer. These lost points come back as normal through rest. </p><p></p><p>4) Magical Adept: the character takes a talent (you could make a feat of it) that gives him two things: Caster level of 1, and then Spell-burn resistance equal to his Int modifier (or Wis modifier if he chose Divine spells). Now, when casting a spell the spell burn temporary damage is applied to Strength instead of Constitution; you substract your Int modifier from each d6 of spell-burn rolled. There is noetheless a trick in that a 1 cannot be reduced, so if you have Spell-burn resistance of 4, roll 3d6 of spell-burn and obtain 2, 1, 3, yo still suffer 1 point of temporary Str damage.</p><p></p><p>5) Improved Magical Adept: each time you take this talent you augment your caster level by +1. </p><p></p><p>Hope you now understand how basically works GT low magic.</p></blockquote><p></p>
[QUOTE="Turanil, post: 1968617, member: 9646"] GT magic basically runs like this: 1) To cast a spell you must know a spell. To know a spell you must have learned it through the use of the Spellcraft skill. Anyone who can get Spellcraft ranks has the potential for learning a spell, independant from his class (spellcaster or not). 2) Default caster level = 0 when you just know a spell and nothing else. To cast you must succeed a caster check equal to 10 + spell level (if I recall correctly). The spell is cast either at your caster level or the level of the spell, whichever is greater. 3) Casting a spell draws on your life force. When you cast a spell you roll 1d6 per level of the spell (this is called "spell-burn"). This is the number of temporary Con points of damage you suffer. These lost points come back as normal through rest. 4) Magical Adept: the character takes a talent (you could make a feat of it) that gives him two things: Caster level of 1, and then Spell-burn resistance equal to his Int modifier (or Wis modifier if he chose Divine spells). Now, when casting a spell the spell burn temporary damage is applied to Strength instead of Constitution; you substract your Int modifier from each d6 of spell-burn rolled. There is noetheless a trick in that a 1 cannot be reduced, so if you have Spell-burn resistance of 4, roll 3d6 of spell-burn and obtain 2, 1, 3, yo still suffer 1 point of temporary Str damage. 5) Improved Magical Adept: each time you take this talent you augment your caster level by +1. Hope you now understand how basically works GT low magic. [/QUOTE]
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