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<blockquote data-quote="BryonD" data-source="post: 1610449" data-attributes="member: 957"><p>I think you could make this work pretty easily.</p><p></p><p>First, if a 6th level spell is a 6th level spell, then it does not matter if your spells come from the Core Rules or from any other source.</p><p></p><p>If you want a system where people can get themselves in trouble for casting spells that are over their head, then this is it. In the extreme a character with a caster level of zero could conceivably cast a 9th level spell (if he had a 19 prime ability and rolled some nat 20s). Very slim chance of success and a virtual guarantee that it would kill him...... But he could go for it.</p><p></p><p>So just make magic a little more common than is suggested in the base GT system. Then lower the ability prereqs and Spellcraft DCs to lure foolish casters in. Then drop some moderate to high level spells in to the mix. Tweak spell burn and spell burn resistance to the desired level and watch the pretty colors.</p><p></p><p>Shooting from the hip, you could change spell burn resistance as follows: A caster ignores the first Xd6 dice of spell burn per day, where X is the caster level. However, the caster never knows what the result of Xd6 is from day to day and once they have used it up they take the full brunt of excess dice. So casters could show some real power for a little while each day with no negative effect. And then they suddenly blow themselves up. I'm certain this could use a lot of work, but it may be in the ballpark of achieving what you are thinking.</p><p></p><p>And it adds a lot of FLASH, so it wouldn't really be GT anymore. But it may be what you want.</p></blockquote><p></p>
[QUOTE="BryonD, post: 1610449, member: 957"] I think you could make this work pretty easily. First, if a 6th level spell is a 6th level spell, then it does not matter if your spells come from the Core Rules or from any other source. If you want a system where people can get themselves in trouble for casting spells that are over their head, then this is it. In the extreme a character with a caster level of zero could conceivably cast a 9th level spell (if he had a 19 prime ability and rolled some nat 20s). Very slim chance of success and a virtual guarantee that it would kill him...... But he could go for it. So just make magic a little more common than is suggested in the base GT system. Then lower the ability prereqs and Spellcraft DCs to lure foolish casters in. Then drop some moderate to high level spells in to the mix. Tweak spell burn and spell burn resistance to the desired level and watch the pretty colors. Shooting from the hip, you could change spell burn resistance as follows: A caster ignores the first Xd6 dice of spell burn per day, where X is the caster level. However, the caster never knows what the result of Xd6 is from day to day and once they have used it up they take the full brunt of excess dice. So casters could show some real power for a little while each day with no negative effect. And then they suddenly blow themselves up. I'm certain this could use a lot of work, but it may be in the ballpark of achieving what you are thinking. And it adds a lot of FLASH, so it wouldn't really be GT anymore. But it may be what you want. [/QUOTE]
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