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<blockquote data-quote="Wulf Ratbane" data-source="post: 1645996" data-attributes="member: 94"><p>It's a stylistic preference, but I don't recommend any <em>guaranteed</em> way to avoid ability damage. If you wanted to insure it, just let your players take levels of some spellcasting class, and use it exactly as written. (All classes are compatible with Grim Tales.)</p><p></p><p>But it's possible, even just within the rules in Grim Tales:</p><p></p><p>Take the Magical Adept talent to gain spell burn resistance equal to your primary attribute modifier (example, Int 18 = +4 modifier = 4 spell burn resistance).</p><p></p><p>Take the Master Arcane Flow talent (if necessary) to change the spell burn die from d6 to d4.</p><p></p><p>Take the Spell Preparation feat to allow you to re-roll your spell burn when you cast a prepared spell.</p><p></p><p>When you cast a prepared spell, you'll roll 1d4 for each spell level. Unless you roll a 1 on any die, your spell burn resistance will soak up any other result you roll. If you roll really poorly, you can choose to re-roll (all of the dice, not individually) thanks to your Spell Preparation feat.</p><p></p><p>Obviously, your odds of casting "no burn" spells are better for low-level spells than high-level spells-- which is as it should be. </p><p></p><p>A 1st level spell will be burn-free 94% of the time. I beg the statisticians among us to check my math here, but I think the odds break down something like this:</p><p></p><p>1st = 0.94</p><p>2nd = 0.81</p><p>3rd = 0.67</p><p>4th = 0.53</p><p>5th = 0.42</p><p>6th = 0.32</p><p>7th = 0.25</p><p>8th = 0.19</p><p>9th = 0.14</p><p></p><p>The odds of a burn-free initial roll is (3/4 ^ L) where L is spell level.</p><p></p><p>Add to this the odds of burn-free second roll (that is, the odds that you'll roll a 1, followed by a re-roll with no 1s). </p><p></p><p>If you could somehow get your primary attribute up to 22, for a +6 spell mod and 6 points of spell resistance, you can leave the spell burn die at d6, and it gets even scarier:</p><p></p><p>1st = 0.97</p><p>2nd = 0.91</p><p>3rd = 0.82</p><p>4th = 0.73</p><p>5th = 0.64</p><p>6th = 0.56</p><p>7th = 0.48</p><p>8th = 0.41</p><p>9th = 0.35</p><p></p><p>And these are all just the odds of taking 0 spell burn. If you're willing to settle for a point or two here and there...</p><p></p><p>Anyhow, you get the idea... If you're lucky you can conceivably throw spells around all day.</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1645996, member: 94"] It's a stylistic preference, but I don't recommend any [i]guaranteed[/i] way to avoid ability damage. If you wanted to insure it, just let your players take levels of some spellcasting class, and use it exactly as written. (All classes are compatible with Grim Tales.) But it's possible, even just within the rules in Grim Tales: Take the Magical Adept talent to gain spell burn resistance equal to your primary attribute modifier (example, Int 18 = +4 modifier = 4 spell burn resistance). Take the Master Arcane Flow talent (if necessary) to change the spell burn die from d6 to d4. Take the Spell Preparation feat to allow you to re-roll your spell burn when you cast a prepared spell. When you cast a prepared spell, you'll roll 1d4 for each spell level. Unless you roll a 1 on any die, your spell burn resistance will soak up any other result you roll. If you roll really poorly, you can choose to re-roll (all of the dice, not individually) thanks to your Spell Preparation feat. Obviously, your odds of casting "no burn" spells are better for low-level spells than high-level spells-- which is as it should be. A 1st level spell will be burn-free 94% of the time. I beg the statisticians among us to check my math here, but I think the odds break down something like this: 1st = 0.94 2nd = 0.81 3rd = 0.67 4th = 0.53 5th = 0.42 6th = 0.32 7th = 0.25 8th = 0.19 9th = 0.14 The odds of a burn-free initial roll is (3/4 ^ L) where L is spell level. Add to this the odds of burn-free second roll (that is, the odds that you'll roll a 1, followed by a re-roll with no 1s). If you could somehow get your primary attribute up to 22, for a +6 spell mod and 6 points of spell resistance, you can leave the spell burn die at d6, and it gets even scarier: 1st = 0.97 2nd = 0.91 3rd = 0.82 4th = 0.73 5th = 0.64 6th = 0.56 7th = 0.48 8th = 0.41 9th = 0.35 And these are all just the odds of taking 0 spell burn. If you're willing to settle for a point or two here and there... Anyhow, you get the idea... If you're lucky you can conceivably throw spells around all day. Wulf [/QUOTE]
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