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<blockquote data-quote="Aaron2" data-source="post: 1188402" data-attributes="member: 1436"><p>First off, there are plenty of non-spell using Ranger varients floating around. Others might be able to specify a favorite. The Wheel of Time has one, for instance.</p><p></p><p>I'd ditch the Bard. Since their music is magical anyway and without it their no different than a rogue. </p><p></p><p>Here's what I did in my magic not-quite-so-rare homebrew.</p><p></p><p>I ditched sorcerer except for outsiders (i.e. NPCs). Since there is really no limit on their known spell choices, its hard to limit them in a meaningful way.</p><p></p><p>For wizards, I created several wizard guilds that each have their own private spells. Membership in the guild is a requirement for learning these spells. Because the wizard guilds realize that large numbers of free (i.e. non-member) wizards are a threat to their power base, they hunt down any they find. Either mind-blanking them (in the case of good guilds) or killing. </p><p></p><p>For clerics/druids, I made them need a prayer book that operates similarly to a wizards spell book. Scribing is much cheaper (5 gp per page). Each god has a limited number of spells that it can cast and new spells can only be learned by finding musty tomes. </p><p></p><p>With these two rules in place, I can control what spells the players have access too. I have been considering making wizards and clerics semi-prestige classes requiring something simple like three ranks in Knowledge (Arcane) to become a wizard and three ranks in Knowledge (Religion) to become a cleric. </p><p></p><p></p><p></p><p>Aaron</p></blockquote><p></p>
[QUOTE="Aaron2, post: 1188402, member: 1436"] First off, there are plenty of non-spell using Ranger varients floating around. Others might be able to specify a favorite. The Wheel of Time has one, for instance. I'd ditch the Bard. Since their music is magical anyway and without it their no different than a rogue. Here's what I did in my magic not-quite-so-rare homebrew. I ditched sorcerer except for outsiders (i.e. NPCs). Since there is really no limit on their known spell choices, its hard to limit them in a meaningful way. For wizards, I created several wizard guilds that each have their own private spells. Membership in the guild is a requirement for learning these spells. Because the wizard guilds realize that large numbers of free (i.e. non-member) wizards are a threat to their power base, they hunt down any they find. Either mind-blanking them (in the case of good guilds) or killing. For clerics/druids, I made them need a prayer book that operates similarly to a wizards spell book. Scribing is much cheaper (5 gp per page). Each god has a limited number of spells that it can cast and new spells can only be learned by finding musty tomes. With these two rules in place, I can control what spells the players have access too. I have been considering making wizards and clerics semi-prestige classes requiring something simple like three ranks in Knowledge (Arcane) to become a wizard and three ranks in Knowledge (Religion) to become a cleric. Aaron [/QUOTE]
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