> I've test-built a few heroes since HQ came out, looking at how
> different ways of doing things work out, and I keep finding myself
> coming back to this approach. It seems to make a lot of
sense....as
> someone pointed out, there isn't much sense to increasing a common
> magic ability unless you are going to specialize in it, but having
a
> variety of augments is simply nice. In particular in areas that
> aren't in your professional or magical key words, so your abilities
> there may be a little skimpy. i.e. if you can only afford to have
> your fast-talk at 15, having a "confuse enemy" spell makes it that
> much more reliable.
Also, if your Common Magic comes from your religion, wouldn't
spending points on it count towards your 10% obligation towards your
general religion?
Mike Ryan