Grim Tales and Unearth Arcana spell point system...

Charles Gray

First Post
OK-- I want to use Grim Tales having a great love for their basic class adaptation, but I'd also like to have a higher magic level, and so intend to use UA's spell point system.
Any suggestions on how to adapt?

My ideas are the following:

Use feats for each spell level-- start off with a stariting feat that that allows you access to level one spells, and start with the lowest spell point progression. You need to spend more feats to get your spell points up to what a regular wizard would have.
Now, alternate system-- tie the spells to various skills-- I.E., each school has its own skill that you need to use to cast it with a spell check. You still need to use some feats, but fewer ones (perhaps a feat for every three levels of spells you can cast).
The main thing is to make magic more powerful, but not a no-brainer for every character to take-- I want it to cost in terms of character development.
 

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Seems like the easiest way to up the magic level of a GT game is to retain the feat that adds +1 hardness vs magical ability drain.

Average 1st-level smart hero with 16 intelligence can get hardness 3. By 6th level, he should be able to increase the hardness by another 3 by burning feats, making him able to toss a fair amount of fireballs around.
 

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