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[Grim Tales] Spellcasting Questions
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2070032" data-attributes="member: 94"><p>You guys hashed it out so well between the two of you I couldn't decide what to quote. But I'll just use your initial post and throw in my .02 as a newcomer to the thread.</p><p></p><p></p><p>[*] Is there Spell Burn for casting 0 Level spells? Is it 1d3 for a campaign where spell burn is d6 per spell level?</p><p></p><p>Yes, and it should be 1/2 the spell burn die. </p><p></p><p></p><p>[*] Am I reading this right? A Magic Adept with Spell Caster Level 1, casting a Level 1 spell, will fail 45% of the time?</p><p></p><p>Action point, action point, action point. That's what they are there for.</p><p></p><p>You can also use extra casting time: every step up is +1. Out of combat you'll do ok-- an automatic limiter on "flashy" magic. Even in combat, moving from 1 action to 1 full round isn't TOO bad and certainly isn't out of line for "pulpy" spellcasters.</p><p></p><p>I also like to use my rules for Ley Lines and Power Nexuses. They work real nice with GT spellcasting because that +1 caster level is so important (or, in the case of a Power Nexus, the actual replacement of caster level).</p><p></p><p></p><p>[*] There is no mention in the rules of spell preparation. I take this to mean that a character simply has access at any time to any spell he has learned.</p><p></p><p>Au contraire! Look at the Spell Preparation feat in the Feats chapter (Spellcasting subsection). Spell prep allows you to re-roll a spell burn roll you don't like. (Four 1's?! Ack!)</p><p></p><p></p><p>[*] Why is the Wild Adept required to cast spells as if they were one level higher?</p><p></p><p>Because he can cast both Divine and Arcane spells with the same stat (Charisma) and the same tradition (Wild Talent), instead of having to raise both Int and Wis and raise his caster level in two different traditions.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2070032, member: 94"] You guys hashed it out so well between the two of you I couldn't decide what to quote. But I'll just use your initial post and throw in my .02 as a newcomer to the thread. [*] Is there Spell Burn for casting 0 Level spells? Is it 1d3 for a campaign where spell burn is d6 per spell level? Yes, and it should be 1/2 the spell burn die. [*] Am I reading this right? A Magic Adept with Spell Caster Level 1, casting a Level 1 spell, will fail 45% of the time? Action point, action point, action point. That's what they are there for. You can also use extra casting time: every step up is +1. Out of combat you'll do ok-- an automatic limiter on "flashy" magic. Even in combat, moving from 1 action to 1 full round isn't TOO bad and certainly isn't out of line for "pulpy" spellcasters. I also like to use my rules for Ley Lines and Power Nexuses. They work real nice with GT spellcasting because that +1 caster level is so important (or, in the case of a Power Nexus, the actual replacement of caster level). [*] There is no mention in the rules of spell preparation. I take this to mean that a character simply has access at any time to any spell he has learned. Au contraire! Look at the Spell Preparation feat in the Feats chapter (Spellcasting subsection). Spell prep allows you to re-roll a spell burn roll you don't like. (Four 1's?! Ack!) [*] Why is the Wild Adept required to cast spells as if they were one level higher? Because he can cast both Divine and Arcane spells with the same stat (Charisma) and the same tradition (Wild Talent), instead of having to raise both Int and Wis and raise his caster level in two different traditions. [/QUOTE]
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