But those are not actual rules, just a statement. There are no hard and fast rules about new spells, or anything else, and over time Frank went to two spells per level, and then just stopped talking about it, which is fine, because that was the dungenomicon, which was before fiends and before races of war.VladtheLad wrote:Point taken.
Regarding Druid/Cleric spells known I am talking about Dungeonomicon, the Maginomicon part, "Druids and Clerics get broken with supplements". Says you choose one spell to know beyond those in the core every level. You can find others, but you don't have access to every druid/cleric spell published.
I also like the soldier, though the 8th level strike that lets you turn anything not immune to polymorph to mice scares the shit out of me.
Also, yes, no save soldier insta wins are weird, in that they totally beat stuff that otherwise might be a tough fight, but landing a melee attack on someone at level 15 is usually so difficult that in practice it doesn`t win as many fights as you`d think.
The balance for things like that is hard to get right, but there are a lot of things that can beat that.
Not sure on the exact wording, but what I would do for balance is either allow fort save immunity to negate it, or allow things to keep their own abilities like it was a regular polymorph not a baleful one, or both.