> As far as I can tell, there are no significant differences
> between talents,
> charms, feats and spells, except that if your character is a theist
> concentrating their magic, they get to keep feats, but not
> talents, charms
> or spells.
At the level of common magic not a lot.
But charms don't have to be cast they are always on.
And you need a talisman to cast a Spell [ie a spell stick or what ever]
Can't think of anything specal about feats.
None of them allow much in the way of improvising magic.
> I _think_ that talents feats charms and spells are all
> available to my
> players, but I am wondering why they wouldn't just declare
> them all to be
> feats -
Probably not very common, but not impossable.
After all perhaps he had more varied common magic before he concentrated
his magic.
But now he only has the feats left after concentration his magic.
This migh mean he had to join a couple magic societys to get the range
of feats he wanted.
Andy
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