Re: OT: Narf has gone looney and wants to GM.
So I was thinking about possible campaign rules if I were to at some point be seized by the desire to GM... what do people think of the Elementalist class (spells yet to be developed)?
Spells for the class would focus primarily on use of the various elements (Fire (and cold), Earth, Air (and electricity), Water (and ice/steam), and U-235 (just kidding)). I'm thinking it might be a little overpowered though, so any suggestions on where to weaken it would be appreciated.
Edit: I think I'm becoming a little too obsessed...
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