Turanil said:
"amazingly good spellcasting system for a dark, mysterious, and dangerous magic".
That was me. Allow me to elaborate...
Anybody can potentially learn
any spell...but it requires a fairly tough spellcraft check. Also, nobody gets spells automatically, so you (as the DM/GM) can choose exactly what (and when) they get to add to their spellbook, which helps add a certain level of control to the magic-level among PCs.
When you cast a spell, you have to make a caster-level check (d20 + caster level). The DC is 10 + spell level. Your caster level only goes up when you take specific talents, so most characters will have (roughly) a 50% chance of casting level 1 spells.
Whether you succeed or fail, you take damage from
Spell Burn. The default damage is 1d6 con damage per spell level, unless it's one or more levels lower than the highest-level spells you can cast, and you have the
Spellcasting Adept (or something like that) Talent, in which case it's strength damage. Also, with Spellcaster Adept, you get a DR vs. each Spell Burn die equal to your primary casting stat mod.
There's three 'traditions' of magic; Arcane (duh), Divine (duh), and Wild. Wild spellcasting can include both divine and arcane spells, and the spells come 'naturally', rather than learning from a book or church elder. All Wild spells count as a level higher.
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So, those are the major points, in my mind. The players like the system, which is good as far as I'm concerned.