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General Tabletop Discussion
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granting spells to Divine and Wild adepts
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<blockquote data-quote="GlassJaw" data-source="post: 1747754" data-attributes="member: 22103"><p>I started a thread in the General board about low-magic casting systems but then I reread the magic section in Grim Tales and I realized <em>exactly</em> what I was looking for.</p><p></p><p>Wulf (or anyone else), I'm looking for some "elaboration" on the Divine Adept and Wild Adept sections in the Spells & Magic section on pg. 128, spefically the line:</p><p></p><p>"...are often granted their spells at the whim of the GM, completely out of their control."</p><p></p><p>The campaign I'm planning is going to be for some players that don't have much experience in low-magic campaigns (I don't really either) and I'm hoping to avoid this kind of ambiguity, at least somewhat.</p><p></p><p>For Arcane Adepts, it's easy. All I need to do to have them find tomes and books that have spells when I want them to. For divine and wild adepts, it's not so cut and dry.</p><p></p><p>I would like to create some kind of system that allows the player who wants to be a divine or wild adept to at least know he has <em>some</em> control over getting a new spell every once in a while. </p><p></p><p>Wild adepts in my campaign will basically be sorcs although their magic will bend more towards enchantments and perhaps healing. Divine adepts will be similar to shaman or druids; their magic based on nature and the elements. They are mostly found in the various tribes scattered across the land.</p><p></p><p>The ideas I had to grant spells were talent trees, paying XP's, or simply taking levels in the appropriate class for the ability of the magic tradition.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1747754, member: 22103"] I started a thread in the General board about low-magic casting systems but then I reread the magic section in Grim Tales and I realized [I]exactly[/I] what I was looking for. Wulf (or anyone else), I'm looking for some "elaboration" on the Divine Adept and Wild Adept sections in the Spells & Magic section on pg. 128, spefically the line: "...are often granted their spells at the whim of the GM, completely out of their control." The campaign I'm planning is going to be for some players that don't have much experience in low-magic campaigns (I don't really either) and I'm hoping to avoid this kind of ambiguity, at least somewhat. For Arcane Adepts, it's easy. All I need to do to have them find tomes and books that have spells when I want them to. For divine and wild adepts, it's not so cut and dry. I would like to create some kind of system that allows the player who wants to be a divine or wild adept to at least know he has [I]some[/I] control over getting a new spell every once in a while. Wild adepts in my campaign will basically be sorcs although their magic will bend more towards enchantments and perhaps healing. Divine adepts will be similar to shaman or druids; their magic based on nature and the elements. They are mostly found in the various tribes scattered across the land. The ideas I had to grant spells were talent trees, paying XP's, or simply taking levels in the appropriate class for the ability of the magic tradition. [/QUOTE]
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