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Old 10-03-2018, 10:19 PM   #3
JohnPaulB
 
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Join Date: Jan 2018
Location: Portland, Maine
Default Re: Talents and associated spells

Quote:
Originally Posted by hcobb View Post
Several talents are taught traditionally through the use of magic. The result of this is than any hero or wizard who learns both the talent and the spell pays one less talent/spell slot than the combination would otherwise take.

Staff & Quarterstaff: This combination costs a wizard only two slots instead of one slot for the spell plus 1 * 2 slots for the skill or three slots.

Look Your Best & Courtly Graces: Combo is 3 slots for a hero, 2 for a wizard.

Clearheadedness & Carousing: Combo is 3 slots for a hero, 2 for a wizard.

Lock/Knock & Locksmith: Combo is 3 slots for a hero, 2 for a wizard.

Meal & Cook: Combo is 4 slots for a hero or wizard.

Minor Medicament & Physicker: Combo is 4 slots for a hero or wizard.

Control Animal & Animal Handler: Combo is 4 slots for a hero or wizard.

Ferment & Brewer: Combo is 4 slots for a hero or wizard.

Persuasiveness & Charisma: Combo is 4 slots for a hero or wizard.

Reveal/Conceal & Alertness: Combo is 4 slots for a hero or wizard.

Silent Movement & Silent Movement: Combo is 4 slots for a hero or wizard.

Cleanse Poison & Chemist: Combo is 5 slots for a hero, 6 for a wizard.

Friendship & Diplomacy: Combo is 3 slots for a hero, 2 for a wizard.

And so on.

I like the packaging and I could see that happening at some specialty schools. Is this only available at character creation? I would expect it would take twice or thrice as long to learn this combination.

What is the formula that you are using to come up with the slots?


Any actually actually actions that the wizard or hero is doing with spells should be using standard magic penalties (Using silver knives and other kitchen appliances; any penalties for heroes using magic, etc).
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