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General Tabletop Discussion
*Pathfinder & Starfinder
How to award Clerics new spells?
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<blockquote data-quote="Mad_Jack" data-source="post: 6961875" data-attributes="member: 6750306"><p>The narrative attached to the cleric gaining levels is that they've experienced spiritual growth and gained wisdom, and therefore have a deeper understanding of the mysteries of their faith and of divine magic. Thus, the in-game explanation for anything related to gaining new spells - gaining a new level of spells from the core list, or introducing a new spell to their list, or making the decision to not include one - is as simple as their deity having decided what new divine knowledge they wished to reward the character with... The core spell list contains the most-commonly-known spells, but it doesn't necessarily have to contain all the spells available in the game...</p><p></p><p>You're the DM - if you don't want the cleric to have those new spells, they don't have them... If you allow some or all of them into your game, then just decide which spells are generally available to everyone and which ones aren't - maybe they're only available to clerics of certain deities or alignments, or maybe they're some sort of forgotten wisdom that has to be quested for or earned in some way.</p><p></p><p> The first thing to do is go through the list of new stuff and decide which spells you want in your game - some may be over-powered, some may be under-powered, and some may just be boring or so niche as to be borderline useless... Once you've narrowed down the list to an acceptable level - and made whatever tweaks you feel are beneficial - decide on a case-by-case basis for each new spell how they're going to be introduced to the game...</p><p>For a lot of them, they really don't require much more explanation beyond "Your god has granted you new wisdom" and handing the character his new spell list. Or you could fluff it as the character having always known the spell and just not seen a need to cast it before.</p></blockquote><p></p>
[QUOTE="Mad_Jack, post: 6961875, member: 6750306"] The narrative attached to the cleric gaining levels is that they've experienced spiritual growth and gained wisdom, and therefore have a deeper understanding of the mysteries of their faith and of divine magic. Thus, the in-game explanation for anything related to gaining new spells - gaining a new level of spells from the core list, or introducing a new spell to their list, or making the decision to not include one - is as simple as their deity having decided what new divine knowledge they wished to reward the character with... The core spell list contains the most-commonly-known spells, but it doesn't necessarily have to contain all the spells available in the game... You're the DM - if you don't want the cleric to have those new spells, they don't have them... If you allow some or all of them into your game, then just decide which spells are generally available to everyone and which ones aren't - maybe they're only available to clerics of certain deities or alignments, or maybe they're some sort of forgotten wisdom that has to be quested for or earned in some way. The first thing to do is go through the list of new stuff and decide which spells you want in your game - some may be over-powered, some may be under-powered, and some may just be boring or so niche as to be borderline useless... Once you've narrowed down the list to an acceptable level - and made whatever tweaks you feel are beneficial - decide on a case-by-case basis for each new spell how they're going to be introduced to the game... For a lot of them, they really don't require much more explanation beyond "Your god has granted you new wisdom" and handing the character his new spell list. Or you could fluff it as the character having always known the spell and just not seen a need to cast it before. [/QUOTE]
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How to award Clerics new spells?
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