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<blockquote data-quote="Staffan" data-source="post: 1959008" data-attributes="member: 907"><p>The short explanation: all spellcasters are like sorcerers who can change their spell selection every day, and with spells that are more versatile but slightly lesser-powered.</p><p></p><p>The somewhat longer explanation: a spellcaster has two sets of spell numbers: Spells readied, and Spells per day. Every day, they can change what spells they have readied, and use their spells-per-day slots to cast them.</p><p></p><p>There's also a unified spell list, which is primarily divided into three difficulty categories of spells (in addition to the level 0-9 thing): Simple, Complex, and Exotic. This is designed to mirror the way weapons are set up. All spellcasters have access to the whole Simple list. In addition, you can take a feat to learn either (a) all Complex spells of a certain level, or (b) a single Exotic spell. Some classes have expanded spell selection by default: Magisters (being the primary magic-using class, like D&D's wizard) get all Complex spells for free, Greenbonds (not exactly druids, but somewhat similar) get all Complex <strong>and</strong> exotic spells with either the Positive Energy or Plant descriptor for free, and at 9th level a Witch gains access to all complex and exotic spells with one descriptor (based on what kind of witch she is - a sea witch gains all Water spells, while an iron witch gains access to all Earth spells).</p><p></p><p>There are two more spellcasting classes: the Mage Blade (who mixes spellcasting with combat prowess) and the Runethane (who makes up for the lack of expanded spellcasting with rune magic). In addition, there are also some feats that let you cast spells with a certain descriptor of one "difficulty" higher than normal (e.g. a Mage Blade with the Psion feat can cast complex spells with the Psionic descriptor, and a Magister with the Fire mage feat can cast exotic spells with the Fire descriptor).</p><p></p><p>You can also use your spells more flexibly. At the basic level, you can "weave" spells-per-day slots to different levels: three slots of one level can be woven into one slot of the next higher level (not higher than you could normally cast), or you can split one slot to two of the next lower level. Also, almost all spells have a "diminished" and "heightened" version. When you ready a spell, you also get access to these. The diminished version is one level lower, and the heightened version is one level higher. You need to be able to cast the spell at the "base" level to use the diminished version, and you can't cast it heightened until you can cast spells of the next higher level. As if that was not enough, there are also a bunch of feats that let you apply templates to your spells at a certain cost, giving you even more flexibility if you invest a couple of feats. Most of the D&D metamagic (double range, duration, or area/number of targets; remove verbal or somatic components, or increase power by 50%) is also handled by a single feat, which has the at-use cost of using up two slots instead of one.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1959008, member: 907"] The short explanation: all spellcasters are like sorcerers who can change their spell selection every day, and with spells that are more versatile but slightly lesser-powered. The somewhat longer explanation: a spellcaster has two sets of spell numbers: Spells readied, and Spells per day. Every day, they can change what spells they have readied, and use their spells-per-day slots to cast them. There's also a unified spell list, which is primarily divided into three difficulty categories of spells (in addition to the level 0-9 thing): Simple, Complex, and Exotic. This is designed to mirror the way weapons are set up. All spellcasters have access to the whole Simple list. In addition, you can take a feat to learn either (a) all Complex spells of a certain level, or (b) a single Exotic spell. Some classes have expanded spell selection by default: Magisters (being the primary magic-using class, like D&D's wizard) get all Complex spells for free, Greenbonds (not exactly druids, but somewhat similar) get all Complex [b]and[/b] exotic spells with either the Positive Energy or Plant descriptor for free, and at 9th level a Witch gains access to all complex and exotic spells with one descriptor (based on what kind of witch she is - a sea witch gains all Water spells, while an iron witch gains access to all Earth spells). There are two more spellcasting classes: the Mage Blade (who mixes spellcasting with combat prowess) and the Runethane (who makes up for the lack of expanded spellcasting with rune magic). In addition, there are also some feats that let you cast spells with a certain descriptor of one "difficulty" higher than normal (e.g. a Mage Blade with the Psion feat can cast complex spells with the Psionic descriptor, and a Magister with the Fire mage feat can cast exotic spells with the Fire descriptor). You can also use your spells more flexibly. At the basic level, you can "weave" spells-per-day slots to different levels: three slots of one level can be woven into one slot of the next higher level (not higher than you could normally cast), or you can split one slot to two of the next lower level. Also, almost all spells have a "diminished" and "heightened" version. When you ready a spell, you also get access to these. The diminished version is one level lower, and the heightened version is one level higher. You need to be able to cast the spell at the "base" level to use the diminished version, and you can't cast it heightened until you can cast spells of the next higher level. As if that was not enough, there are also a bunch of feats that let you apply templates to your spells at a certain cost, giving you even more flexibility if you invest a couple of feats. Most of the D&D metamagic (double range, duration, or area/number of targets; remove verbal or somatic components, or increase power by 50%) is also handled by a single feat, which has the at-use cost of using up two slots instead of one. [/QUOTE]
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