> As BADD As It Gets
the left page to go back, or the right page to go forward)
a new strategy is attempted - since religion isn't permitted to be
taught or promoted in schools, and witchcraft is an established
religion, then Dungeons
, if it truly promotes witchcraft, must
be forbidden as well.
This doesn't get very far out of the gate. By the very Webster's
definition quoted on this page, D&D
doesn't qualify as a religion, because no one believes in the things
that are going on in it.
If this were allowed to
fly, then books such as The
Wizard of Oz
Chronicles of Narnia
series would have to be banned for
having witches in them.
DMG - PAGE 115 - (Various quotes): Here, the pamphlet lists
several examples of text from the Dungeon Master's Guide
that deal with spell research in the game - what items need to be
collected and what research need to be done in order for a
magic-user character to create a new spell for the game.
is all simply a way to add color and flavor to the roleplaying
experience. If a player had an idea for a new kind of spell that wasn't
covered in the Player's
and thought it would be fun to roleplay his character researching and
creating such a spell, this page gives the player and Dungeon Master
some ideas on how to make the procedure interesting. The DM
create a special quest for the player and the rest of the group to
collect the necessary items, and even make the player retire the
character for a short while, to simulate the research time.
When a player decides to create a new spell for the game, the DM
compares the outcome of it to the various spells in the Player's Handbook
to see if a comparable spell already exists, and if not, to determine
how powerful the spell should be (how much damage it will do, how long
it will last, how many it will effect, etc.) This is what is
meant by "known" magic principles - a term that the DMG itself
puts into quotes, to show that it is a game term, and no claim of real