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<blockquote data-quote="The Other Librarian" data-source="post: 1780145" data-attributes="member: 23655"><p>The Urban Ranger has GAther Info, Knowledge Local, and Sense motive. Drop Knowledge Nature, Knowledge Dungeoneering, and Survival. Sorry - forgot about that.</p><p></p><p>You can only cast spells you know, same as before. I just gave lvl 2 points for reference. <em>However</em>, I think I will let mages 'overcast' spell which deal damage based on level (eg magic missile, fireball, etc), at the risk of picking up Taint. Each extra level costs a spell point, and the chance of taint is will save vs DC 15 + Spell level + extra levels. So a 1st level character can cast the 3rd level version Magic Missile, and must save DC 18 (15+1+2), or get some taint.</p><p></p><p>Metamagic just uses the cost of the adjusted spell level.</p></blockquote><p></p>
[QUOTE="The Other Librarian, post: 1780145, member: 23655"] The Urban Ranger has GAther Info, Knowledge Local, and Sense motive. Drop Knowledge Nature, Knowledge Dungeoneering, and Survival. Sorry - forgot about that. You can only cast spells you know, same as before. I just gave lvl 2 points for reference. [I]However[/I], I think I will let mages 'overcast' spell which deal damage based on level (eg magic missile, fireball, etc), at the risk of picking up Taint. Each extra level costs a spell point, and the chance of taint is will save vs DC 15 + Spell level + extra levels. So a 1st level character can cast the 3rd level version Magic Missile, and must save DC 18 (15+1+2), or get some taint. Metamagic just uses the cost of the adjusted spell level. [/QUOTE]
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