How do you handle access to new Cleric/Druid spells?

Starman

Adventurer
I'm wondering how other people handle adding new Cleric/Druid spells in their game. Do you just make them freely available to the player? Spend a feat to gain access to a certain number? Research? Something else?

Starman
 
Last edited:

log in or register to remove this ad

I just make them freely available.

If I wanted to limit the amount they had access to, the best solution, I think, is one for one trades. They lose access to a PHB spell to gain access to a non-Core spell. They can do this once per spell and after that it is permanent.
 

ThirdWizard said:
I just make them freely available.

How many at a time? Because if you just add a whole book of spells, you are really giving the Cleric and Druid a big power boost.

ThirdWizard said:
If I wanted to limit the amount they had access to, the best solution, I think, is one for one trades. They lose access to a PHB spell to gain access to a non-Core spell. They can do this once per spell and after that it is permanent.

Now, this isn't a bad idea. I might try this.

Starman
 

Starman said:
How many at a time? Because if you just add a whole book of spells, you are really giving the Cleric and Druid a big power boost.
Eh, not really.

Assuming that a level two spell is equivalent in power to a level two spell.... it doesn't matter too much which one they pick.

Now, the versatility is a bit of a boost, but not really all that much in my opinion. (Now, if you are adding spells from a 'more powerful' source, that is different.)
 

Coredump said:
Eh, not really.

Assuming that a level two spell is equivalent in power to a level two spell.... it doesn't matter too much which one they pick.

Now, the versatility is a bit of a boost, but not really all that much in my opinion. (Now, if you are adding spells from a 'more powerful' source, that is different.)

Versatility=Power

Now, I don't think adding a few spells is going to make a difference. You start adding a bunch, though and things change. Where is the line?

Starman
 

ThirdWizard said:
I just make them freely available.

If I wanted to limit the amount they had access to, the best solution, I think, is one for one trades. They lose access to a PHB spell to gain access to a non-Core spell. They can do this once per spell and after that it is permanent.

Bingo. That's exactly what I'm doing and so far, it's worked perfectly.
 

You have to be exposed to them or research them. Thus prayer books, scrolls of odd spells, casters who can teach it to you, etc are all very valuable.
 


Starman said:
How many at a time? Because if you just add a whole book of spells, you are really giving the Cleric and Druid a big power boost.
I disagree, since it's just a part of their class. It's built that way. Versatility is part of the class. If you don't give them the whole book of spells, you're really weakening the Cleric and Druid.

Which may solve problems since some say those classes are overpowered, but I haven't had problems with it in my games.
 

Jdvn1 said:
I disagree, since it's just a part of their class. It's built that way. Versatility is part of the class. If you don't give them the whole book of spells, you're really weakening the Cleric and Druid.

Which may solve problems since some say those classes are overpowered, but I haven't had problems with it in my games.

I'm talking about a whole book other than the PHB. Are you saying that it weakens the classes not to give them access to gobs of spells from other sources?

the Jester said:
You have to be exposed to them or research them. Thus prayer books, scrolls of odd spells, casters who can teach it to you, etc are all very valuable.

Dusty old books of prayers and catechisms are a great idea.

Starman
 

Remove ads

Top