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Banned Spells!
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<blockquote data-quote="reiella" data-source="post: 1569909" data-attributes="member: 160"><p>Sorta odd-ball set for me.</p><p>I use 'different' Necromancers, and have pretty much removed the school of necromancy from both arcane and divine magic. You can still obtain those spells through indep research, but would have heavy consequences because if you're not a necromancer, most folks don't think ya should be studying necromancy. Evil Clerics get some limited necromancy access for their negative energy spells [Cause Wounds + harm predominantly].</p><p></p><p>Time Stop... Fits into a Ban On Chronomancy. However, clerics of one god in my campaign are able to cast the spell.</p><p></p><p>There are also some places where Teleportation or Divination don't really work so well. But those are locations with flavor, as opposed to an outright world rule.</p><p></p><p>They aren't really banned for power reasons though, just for world flavor.</p></blockquote><p></p>
[QUOTE="reiella, post: 1569909, member: 160"] Sorta odd-ball set for me. I use 'different' Necromancers, and have pretty much removed the school of necromancy from both arcane and divine magic. You can still obtain those spells through indep research, but would have heavy consequences because if you're not a necromancer, most folks don't think ya should be studying necromancy. Evil Clerics get some limited necromancy access for their negative energy spells [Cause Wounds + harm predominantly]. Time Stop... Fits into a Ban On Chronomancy. However, clerics of one god in my campaign are able to cast the spell. There are also some places where Teleportation or Divination don't really work so well. But those are locations with flavor, as opposed to an outright world rule. They aren't really banned for power reasons though, just for world flavor. [/QUOTE]
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