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General Tabletop Discussion
*TTRPGs General
Do archfiends grant spells in your campaigns? And if so how?
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<blockquote data-quote="Dakkareth" data-source="post: 1320531" data-attributes="member: 9928"><p><em>Are you going to take a level of Alienist then? No? Because that's, where such questions will lead you.</em></p><p>(Paraphrased after WizarDru's SH)</p><p></p><p>In the setting I'm trying to build somewhen there are two types of clerics. One is the Magepriest, who works mostly like a DnD cleric and the other is the Cultist, who works differently.</p><p></p><p>The Magepriest is effectively a wizard who gains his ability to cast spells from serving a god instead of learning how to access the power of magic themselves. They learn to shape magical energy in the same way as wizards, but to get it, they must call upon their god. </p><p></p><p>The Cultist doesn't care for the how and why of magic, he simply calls to his god and he does something for them (or not), if they pay the prize. Effectively the god casts the spell, not the Cultist. This is not a class one would take as main class - the prize (XP-cost for every spell) would be too high (unless you're a madman making human sacrifices and raving about the infinite power of your patron). In this sense the name Cultist is badly chosen. Instead one would take levels of Cultist beside the normal class - combine a fighter with a Cultist of a Good patron and you have a paladin, combine a rogue with a Cultist of an evil god and you have your spellcasting assassin.</p><p></p><p>There can be Magepriests only of true gods. Cultists can derive their power from any source powerful enough - like Archfiends. So someone getting his spells from an archfiend would have levels of Cultist and pay XP/Blood/whatever for having his patron cast spells for him.</p></blockquote><p></p>
[QUOTE="Dakkareth, post: 1320531, member: 9928"] [i]Are you going to take a level of Alienist then? No? Because that's, where such questions will lead you.[/i] (Paraphrased after WizarDru's SH) In the setting I'm trying to build somewhen there are two types of clerics. One is the Magepriest, who works mostly like a DnD cleric and the other is the Cultist, who works differently. The Magepriest is effectively a wizard who gains his ability to cast spells from serving a god instead of learning how to access the power of magic themselves. They learn to shape magical energy in the same way as wizards, but to get it, they must call upon their god. The Cultist doesn't care for the how and why of magic, he simply calls to his god and he does something for them (or not), if they pay the prize. Effectively the god casts the spell, not the Cultist. This is not a class one would take as main class - the prize (XP-cost for every spell) would be too high (unless you're a madman making human sacrifices and raving about the infinite power of your patron). In this sense the name Cultist is badly chosen. Instead one would take levels of Cultist beside the normal class - combine a fighter with a Cultist of a Good patron and you have a paladin, combine a rogue with a Cultist of an evil god and you have your spellcasting assassin. There can be Magepriests only of true gods. Cultists can derive their power from any source powerful enough - like Archfiends. So someone getting his spells from an archfiend would have levels of Cultist and pay XP/Blood/whatever for having his patron cast spells for him. [/QUOTE]
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Do archfiends grant spells in your campaigns? And if so how?
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