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How do YOU handle new spells?
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<blockquote data-quote="blackshirt5" data-source="post: 1455335" data-attributes="member: 7871"><p>Gothmog, I mean do that for everyone; example, the Rangers and Druids have to go out and cut deals with the Spirits(my homebrew uses an alternate cosmology), Clerics have to beseech their Gods or find ancient scripts as well that contain fragments of spells in them just as wizards do.</p><p></p><p>Hell, for once I might be able to base an entire adventure(or even a campaign) around the party Wizard! The Paladin or Fighter could be his bodyguard, the Cleric his friend from their not so long ago youth, and the Rogue a young lock-pick and n'er-do-well who comes for the money but stays for the adventure. <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></blockquote><p></p>
[QUOTE="blackshirt5, post: 1455335, member: 7871"] Gothmog, I mean do that for everyone; example, the Rangers and Druids have to go out and cut deals with the Spirits(my homebrew uses an alternate cosmology), Clerics have to beseech their Gods or find ancient scripts as well that contain fragments of spells in them just as wizards do. Hell, for once I might be able to base an entire adventure(or even a campaign) around the party Wizard! The Paladin or Fighter could be his bodyguard, the Cleric his friend from their not so long ago youth, and the Rogue a young lock-pick and n'er-do-well who comes for the money but stays for the adventure. :) [/QUOTE]
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