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<blockquote data-quote="Galethorn" data-source="post: 1582491" data-attributes="member: 7888"><p>That was me. Allow me to elaborate...</p><p></p><p>Anybody can potentially learn <em>any</em> 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.</p><p></p><p>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.</p><p></p><p>Whether you succeed or fail, you take damage from <em>Spell Burn</em>. 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 <em>Spellcasting Adept</em> (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.</p><p></p><p>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.</p><p></p><p>***********************</p><p></p><p>So, those are the major points, in my mind. The players like the system, which is good as far as I'm concerned.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 1582491, member: 7888"] That was me. Allow me to elaborate... Anybody can potentially learn [i]any[/i] 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 [i]Spell Burn[/i]. 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 [i]Spellcasting Adept[/i] (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. *********************** So, those are the major points, in my mind. The players like the system, which is good as far as I'm concerned. [/QUOTE]
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