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The Ranger: You got spellcasting in my peanut butter!
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<blockquote data-quote="Li Shenron" data-source="post: 6347797" data-attributes="member: 1465"><p>That's a good idea.</p><p></p><p></p><p></p><p></p><p></p><p>The key is to find spells that <em>can</em> be described as non-magical abilities.</p><p></p><p>Spells with a duration of 8+ hours would be easy. Technically you're casting them at the beginning of your adventuring day and most of the time they get you covered until the end of it. This is the same as saying you have them always active (like a non-magical ability) if you just consider that slot permanently used up.</p><p></p><p>Spells like Goodberry could be refluffed/explained as "you just only <em>find </em> (not create) up to X goodberry per day, because there aren't more to find in this area". If the fact that tomorrow you can use it again tomorrow in the same place bothers you, refluff it as mushrooms <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>You can push more spells towards the same explanation, if you're willing to add randomness to the explanation of limitations. For instance, you can cure only up to Y hit points per day, but that's not because of <em>you</em>, that's just the statistical result of the fact that <em>not every wound</em> is something you can cure. Maybe the Wizard's received damage this time was not a wound but the orcs just scared the willies out of her, and that you cannot cure.</p><p></p><p>Some times the spells are tough... how do you explain a spell that grants you a one-time single super-bonus to shooting an arrow? This is as stretched as it can be but how about saying that this is an ability that requires both a Ranger's skill <em>and</em> a lucky strike? You get only 1-2 per day because that's the best luck you can have. But it doesn't work on the first 1-2 tries every day then stops working... you have been trying <em>all the time</em> already.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6347797, member: 1465"] That's a good idea. The key is to find spells that [I]can[/I] be described as non-magical abilities. Spells with a duration of 8+ hours would be easy. Technically you're casting them at the beginning of your adventuring day and most of the time they get you covered until the end of it. This is the same as saying you have them always active (like a non-magical ability) if you just consider that slot permanently used up. Spells like Goodberry could be refluffed/explained as "you just only [I]find [/I] (not create) up to X goodberry per day, because there aren't more to find in this area". If the fact that tomorrow you can use it again tomorrow in the same place bothers you, refluff it as mushrooms :p You can push more spells towards the same explanation, if you're willing to add randomness to the explanation of limitations. For instance, you can cure only up to Y hit points per day, but that's not because of [I]you[/I], that's just the statistical result of the fact that [I]not every wound[/I] is something you can cure. Maybe the Wizard's received damage this time was not a wound but the orcs just scared the willies out of her, and that you cannot cure. Some times the spells are tough... how do you explain a spell that grants you a one-time single super-bonus to shooting an arrow? This is as stretched as it can be but how about saying that this is an ability that requires both a Ranger's skill [I]and[/I] a lucky strike? You get only 1-2 per day because that's the best luck you can have. But it doesn't work on the first 1-2 tries every day then stops working... you have been trying [I]all the time[/I] already. [/QUOTE]
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The Ranger: You got spellcasting in my peanut butter!
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