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<blockquote data-quote="Terath Ninir" data-source="post: 495477" data-attributes="member: 47"><p>For the cleric, I'm recommending either the red or the grey mage, depending on whether you want them to have life or death magic. I don't think a cleric with full spellcasting powers (like in the Core rules) would work very well -- it would overwhelm the poor mage class. </p><p></p><p>Or you can make your own cleric class, as you wish. Once it's in your game, it's yours. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Evoke [Element]: I'll take a look at that. That looks like it might need to be an errata. The first one I've seen, though Ranger Wickett claimed he caught one.</p><p></p><p>Biomatter: It can be any sort of inert natural material, such as wood, horn, bone, or even goo, if you wish. So an Evoke Biomatter missile could look like a sharpened horn thrown at the target. An Evoke Area Biomatter sphere could be an explosion of splinters. Whatever suits your character.</p><p></p><p>Spell-like abilities and items should be okay as-is; I tried to make my rules balance to the Core rules. I haven't got any hard & fast rules on converting them (including wands and staves) as it quickly became obvious that I wasn't going to have room for them. If you wish, let us know what you come up with. We're always open to new ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Thanks for the comments. Let me know if you have any more.</p></blockquote><p></p>
[QUOTE="Terath Ninir, post: 495477, member: 47"] For the cleric, I'm recommending either the red or the grey mage, depending on whether you want them to have life or death magic. I don't think a cleric with full spellcasting powers (like in the Core rules) would work very well -- it would overwhelm the poor mage class. Or you can make your own cleric class, as you wish. Once it's in your game, it's yours. :) Evoke [Element]: I'll take a look at that. That looks like it might need to be an errata. The first one I've seen, though Ranger Wickett claimed he caught one. Biomatter: It can be any sort of inert natural material, such as wood, horn, bone, or even goo, if you wish. So an Evoke Biomatter missile could look like a sharpened horn thrown at the target. An Evoke Area Biomatter sphere could be an explosion of splinters. Whatever suits your character. Spell-like abilities and items should be okay as-is; I tried to make my rules balance to the Core rules. I haven't got any hard & fast rules on converting them (including wands and staves) as it quickly became obvious that I wasn't going to have room for them. If you wish, let us know what you come up with. We're always open to new ideas. :) Thanks for the comments. Let me know if you have any more. [/QUOTE]
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