At 01:17 PM 3/2/2006 -0500, you wrote: > >* In the clerical magic system, do clerics use up fatigue points? >Also, since they have no pre-requisites for their spells, what's to stop >them from just learning the powerful spells only and skipping the basic ones >(other than the deity or GM intervening)? > >Yes, all magic uses fatigue points. Its up to you to set the limits, >although in 3rd edition, I know that more powerful spells had less powerful >spells as prereq's. I'm not as familiar with 4th ed rules as of yet. Also, >remember that they can only use spells that they have the character points >for. > > >Thanks, > >Craig
Hello Craig, Regards to question one: Fatigue is still spent when casting spells. Regards to question two: it is up to the GM to determine what spells are available for a given clerical "miracle list". The player isn't the one who decides "Ok, I want explosive fireball, enchantment, sleep, mass sleep, itch, and summon beast". It is up to the GM to state "Ok, the spells that are available for the priest are minor healing, zombie, summon spirit, scrywall, aura, and minor healing. If petition the Diety directly through prayer and undertake a quest, the Diety might allow you to study the spell Bless." In other words, it is entirely up to you to decide what spells are and are not in the clerical magic list. For example, suppose that your player wants to run a character who is a priest of the agricultural Goddess. He needs to have bless, all of the plant spells, and perhaps some other minor healing type spells. You decide that this Diety doesn't handle necromantic spells at all. No matter how badly the player might want his character to take some necromantic spells, the "Diety" (that's you) won't permit it. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
