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#1 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Has anyone built new kinds of clerics, like the ones listed in DF:7? Are there any spells that should always be part of the spell list? About how many spells at each PI-level? Etc.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#2 |
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Join Date: Sep 2004
Location: Canada
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Recover Energy. Absolutely vital for any spell caster using the standard spells, never ever miss it.
MOre in general, you might find Thaumatology: Magical Styles useful as it basically discusses this in great detail. They start in context of wizardly magic, but most of it is directly applicable to clerical magic.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#3 |
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Join Date: Oct 2008
Location: Shangri-La
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Most of the holy spell lists include various healing spells, which is sort of the raison d'etre of clerics, so I'd say those are pretty critical. Most have some kind of buffs, divinations, and spiritual warfare spells as well, plus a handful of spells relevant to the deity's sphere of influence.
As for number of spells per PI level, it varies quite a bit, as do the levels at which different spells show up. I'd say that roughly 25 per level for PI1-4, 15 for PI5, and 5 for PI6 is about average. |
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#4 |
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Join Date: Dec 2006
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don't forget to stop by necromancy and get banish- if the priest can't send the demon wence it came but the wizard can it will be very embarrassing for the priest.
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