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Spheres for divine spells (a bit long)

Kerrick

First Post
Under this system, all divine spells are combined into one list, and all divine spellcaster classes choose spells from that list – spells would be listed as, for example, Sun 4 or Protection 6 instead of Drd 4 or Clr 6. A given spell is the same level for all classes, but some classes may not be able to cast it if it's too high a level and they have only minor access to that spell's sphere.

The benefits of this system:
  • It's easier to assign spells. If you can't reasonably find a sphere to slot a given spell, then it probably shouldn't be a divine spell. Spells from other sources are likewise easy to assign.
  • It would be easier to make divine champions, if you go that route.
  • Clerics don't automatically have access to every single spell that appears in other books.
  • The spells clerics can cast is more logical, as it's based on their god.
  • All divine spells have the same level for all divine casters, which eliminates trying to figure out what level to assign to any classes that would qualify as having the spell on their list.

The drawbacks of this system:
  • All divine spells would have to be reorganized, or a new list written up (see the list below).
  • All gods would have to be redone, with spheres being assigned to them. This probably wouldn't be as hard it sounds, though, since they already have portfolios.
  • Some might find the homogeneity of the divine spell list a bad thing (though many spells appear on several lists (particularly cleric/paladin, cleric/druid, and druid/ranger).
  • Some classes gain a good number of spells, and some lose spells. Existing PCs would have to keep track of which spheres they have and which spells they can cast (but this really reduces bookeeping, since they have fewer spells overall to choose from).


Spheres

Clerics' access to spheres is based on their god. Each god has major and minor access to a number of spheres of magic related to its spheres of influence; major access grants clerics spells of all levels 0-9, while minor access only grants them access to spells of levels 0-4*. Clerics who are cut off from their god for whatever reason, or ho are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.

Druids automatically gain greater access to Animal, Divination, Elemental, Plant, Sun, and Weather, and minor access to Enhancement, Healing, Necromantic, Travel. This is the same for all druids. Druids who are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.

Paladins gain greater access to Combat, Good, Healing, Law, Protection, and Sun (light spells only), and lesser access to Divination, Enhancement, and Summoning. This is the same for all paladins; if you wish to use the divine champion variant (paladins of all alignments, who serve their gods as champions of the cause), the spheres can be altered accordingly – Good and Law would certainly change to reflect the new alignment, and Healing be replaced with (or just augmented by) Necromantic. Paladins who are cut off from their god or who have gone against their vows lose access to all spells.

Rangers gain greater access to Animal, Healing, and Plant, and lesser access to Enhancement, Protection, and Travel. This is the same for all rangers, though evil rangers might be granted access to the Necromantic sphere as well (inflict wounds spells).

Blackguards (if you treat them as a base class and not a prestige class) gain greater access to Chaos, Combat, Evil, Healing, Necromantic, Protection, and lesser access to Divination, Enhancement, Summoning, and Sun (darkness-causing spells only). This obviously gives them a greater range of spell choices, but blackguards are little more than a divine champion anyway. As with paladins, blackguards who are cut off from their god or who have gone against their vows lose access to all spells.

*The reason I went with 0-4 instead of 0-3 is that it was a good cutoff – there are several 4th-level spells on the cleric and druid lists, and limiting access to 3rd level spells would either hamstring druids or require a major revision of spell levels (and unbalance those spells being affected). I felt this was the easier route, and more logical, since 4 is (almost) half of 9.

List of Spheres
[sblock]
All: Spells that are usable by any cleric, regardless of god. This sphere includes basic spells a cleric needs to perform his duties (bless/curse, (un)hallow, etc.).

Animal: Spells that affect creatures, including allowing the cleric to summon or communicate with them, or that duplicate an animal's natural abilities.

Chaos: Spells with the Chaos descriptor, or that are chaotic in nature.

Charm: Spells of the Charm sphere are those that directly affect or influence people's attitudes or actions.

Combat: Combat spells revolve around dealing harm to the cleric's enemies, or those of his church, or boosting the caster's (or an ally's) ability to attack or damage those enemies.

Creation: These spells enable the caster to create something from nothing.

Divination: This sphere contains spells geared toward knowledge and the gaining thereof – finding lost information/objects/creatures, predicting the future, or learning things about an object or creature.

Elemental: Elemental spells are those that draw upon, alter, or create one or more of the four basic elements – air, earth, fire and water. Gods are often limited to one or two elements within this sphere; this is noted where applicable. Clerics of gods with limited access may either choose only spells using that element, or may substitute their element in place of the spell's, at the DM's option.

Enhancement: Spells that grant some kind of bonus to the target, either in the form of saves, spell resistance, or stat increases. Spells that increase attack or damage capability fall under the Combat sphere.

Evil: Spells with the Evil descriptor, or that are evil in nature.

Good: Spells with the Good descriptor, or that are good in nature.

Healing: Spells that heal wounds, cure diseases, or repair damage, up to and including lost limbs or even raising the dead.

Law: Spells with the Lawful descriptor, or that are lawful in nature.

Necromantic: Spells that employ negative energy to cause damage, disease, or even animate or create undead creatures.

Plant: Spells that affect plants, including being able to summon or create them.

Protection: Spells of this sphere create or employ guardians, wards, or shielding magics on a creature, place, or object, or provide additional defenses (in the form of a bonus to Armor Class).

Summoning: Summoning spells are used to call creatures from other planes to serve the caster (similar alignment only). Spells that summon creatures from the same plane fall under either the Animal or Plant spheres, as appropriate.

Sun: Sun spells employ light and positive energy for means other than healing, as well as darkness and shadow.

Travel: Spells in this sphere enable or alter the ability to travel over long distances, often between planes. Spells of this sphere are often limited to greater gods, or gods of travel, wayfarers, or explorers.

Weather: These spells enable the cleric to create and manipulate the forces of nature – anything from a mild rainfall to provide water for the fields, to a full-blown hurricane or tornado.
[/sblock]


Class Skills
All Spheres have skills associated with them. Greater access to a sphere means you gain those skills as class skills. Since every cleric has greater access to the All sphere, this serves as a "base list" for class skills, to which are added the skills from other spheres. Druids, paladins, and rangers have set spheres lists and thus set class skill lists (which vary slightly from the PHB versions; see below).

[sblock]
Druid class skill list: Climb, Concentration, Craft, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim

Paladin class skill list: Concentration, Diplomacy, Heal, Intimidate, Knowledge (law, religion), Ride, Sense Motive, Spot.

Ranger class skill list: Climb, Craft, Handle Animal, Heal, Knowledge (geography, local, nature), Hide, Jump, Move Silently, Profession, Search, Spot, Survival, Swim, Use Rope.

Sphere Skills List
All: Concentration, Craft, Knowledge (arcana, religion), Profession, Spellcraft
Animal: Handle Animal, Knowledge (nature), Ride
Chaos: Bluff, Disguise, Hide
Charm: Diplomacy, Intimidate, Seduction
Combat: Intimidate, Ride
Creation: None
Divination: Decipher Script, Gather Information, Search
Elemental: Survival
Enhancement: None
Evil: Intimidate
Good: Diplomacy
Healing: Heal
Law: Intimidate, Knowledge (law), Sense Motive
Necromantic: Heal
Plant: Climb, Knowledge (nature), Survival
Protection: None
Summoning: Diplomacy, Intimidate, Knowledge (the planes)
Sun: Heal, Spot
Travel: Knowledge (geography, local), Ride, Survival, Swim
Weather: Survival
[/sblock]

Sphere Abilities

As domains get special abilities, so too do spheres. A character may choose any two spheres as specializations; he can use the abilities of those two as stated. Not that only two spheres grant the ability to turn undead, and two to command/rebuke undead - under this system, not all clerics automatically gain that ability.

[sblock]
All: None

Animal: Speak w/animals 1/day as a spell-like ability.

Chaos: Cast chaos spells at +1 caster level.

Charm: +3 bonus on all Charisma-related skill checks.

Combat: Free martial weapon profiency with diety's favored weapon (if applicable) and Weapon focus with deity's favored weapon.

Creation: You gain the Skill Focus feat applied to any one Craft skill for free.

Divination: Cast divination spells at +1 caster level.

Elemental: Turn/destroy creatures of opposed element.

Enhancement: You can empower one spell from this sphere per day for free.

Evil: Cast evil spells at +1 caster level. Command/rebuke undead a number of times per day equal to 3+Cha modifier.

Good: Cast good spells at +1 caster level. Turn undead a number of times per day equal to 3+Cha modifier.

Healing: Cast healing spells at +1 caster level.

Law: Cast law spells at +1 caster level.

Necromantic: Command/rebuke undead a number of times per day equal to 3+Cha modifier. Created undead have +2 hit points per die.

Summoning: Summoned creatures have +2 hit points per die. Cast summoning spells at +1 caster level.

Sun: Turn undead a number of times per day equal to 3+Cha modifier.

Travel: For a total time per day of 1 round per divine caster level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability.

Weather: +4 bonus to Survival checks and Fort saves related to the weather.
[/sblock]

Sphere Spells
I took all the spells from the PHB and assigned them to the various spheres. There were a few oddball ones that didn't fit anywhere, noted at the end under "Unassigned". Some spheres have additional notes.

[sblock]
All: Atonement, bane, banishment, bless, bless water, break enchantment, commune, commune with nature*, dismissal, dispel magic, doom, geas/quest, greater dispel magic, lesser geas, miracle, prayer, purify food/drink, read magic, remove curse.

*This is a druid/ranger spell, but it doesn't really fall under the clerical All sphere. Maybe I could make a note that clerics/paladins get commune (drop it to L4), and druids/rangers get commune with nature.

Animal: Animal growth, animal messenger, animal shapes, antipathy, awaken, baleful polymorph, calm animals, creeping doom, detect animals/plants, dominate animal, giant vermin, hide from animals, insect plague, (greater) magic gang, reduce animal, repel vermin, shapechange, speak w/animals, spider climb, summon nature's ally I-IX, summon swarm, sympathy.

Charm: Calm animals, calm emotions, cause fear, (greater) command, enthrall, remove fear, symbol of fear, symbol of persuasion/sleep.

Chaos: Align weapon, animate objects, bestow curse, chaos hammer, cloak of chaos, detect law, dispel law, entropic shield, forbiddance, magic circle vs. law, obscure object, protection from law, summon monster I-IX*, undetectable alignment, word of chaos.

*The summon monster spells (chaos descriptor only) is kind of iffy; I'm not too sure if these should be included in the alignment spheres as well as Summoning.

Combat: (mass) Bear's endurance, blade barrier, blasphemy*, (mass) bull's strength, chaos hammer*, command, dictum*, disrupting weapon, divine favor, divine power, hold person, holy word*, (greater) magic weapon, order's wrath*, righteous might, shatter, silence, sound burst, spiritual weapon, symbol of stunning, word of chaos*

*Not too sure on these. They fall under the purview of "spells that deal damage to the caster's enemies", but they're also alignment-based. I also didn't include all the animal buff spells because endurance and bull's strength are the only two really related to combat – the others are for spellcasting or just being faster/more sneaky, and they're all covered in the Enhancement sphere.

Creation: Create food/water, create water, hero's feast, make whole, mending, wall of stone.

Divination: Augury, comprehend languages*, deathwatch*, detect [alignment], detect magic, detect poison, detect snares/pits, detect undead, discern lies, find the path*, find traps, foresight, know direction, locate object, (greater) scrying*, speak with dead, status, tongues, true seeing*, zone of truth.

*Some of these spells aren't on the druid list, but they would gain them with greater access to this sphere. I personally don't see any problem with it – some of them, like speak with dead, were on the druid list in 2E, and some like detect undead, make sense.

Elemental: Air walk, call lightning, call lightning storm, chill metal, control water, create water, earthquake, elemental swarm, endure elements, fire seeds, fire storm, fire trap, flame blade, flame strike, flaming sphere, heat metal, ice storm, magic stone, meld into stone, move earth, produce flame, protection from energy, quench, repel metal/stone, resist energy, rusting grasp, soften earth/stone, spike stones, stone shape, stone tell, stoneskin, transmute metal/wood, transmute mud/rock, transmute rock/mud, wall of fire, wall of stone, water breathing, water walk*, wind walk, wind wall

Enhancement: Aid, (mass) bear's endurance, (mass) bull's strength, (mass) cat's grace, (mass) eagle's splendor, (mass) fox' cunning, guidance, jump*, resistance, virtue.

*I'm not sure why this is a druid/ranger spell, but it was put here because it adds a bonus to Jump checks.

Evil: Blasphemy, curse water, desecrate, detect good, dispel good, forbiddance, magic circle vs. good, protection from good, symbol of death/insanity/pain/weakness, unahllow, unholy aura.

Good: Bless weapon, consecrate, detect evil, dispel evil, forbiddance, hallow, holy aura, holy smite, holy sword, holy word, magic circle vs. evil, protection from alignment.

Healing: (mass) Cure crit wounds, (mass) cure light wounds, (mass) cure moderate wounds, (mass), cure minor wounds, (mass) cure serious wounds, heal mount*, (greater/lesser) restoration, (mass) heal, neutralize poison, raise dead, reincarnate*, regenerate, remove blindness/deafness, remove paralysis, resurrection, true resurrection, undeath to death.

*Clerics would gain these two spells, but heal mount is simply a specialized cure wounds, and raise dead is generally preferable to reincarnate. Since druids only gain lesser access to this sphere, though, they're stuck with reincarnate and lose all the mass cure wounds spells.

Law: Dictum, dispel chaos, forbiddance, invisibility purge, magic circle vs. chaos, mark of justice, order's wrath, protection from chaos, shield of law, zone of truth.

Necromantic: Animate dead, blight, blindness/deafness, contagion, create (greater) undead, death knell, energy drain, finger of death*, harm, hide from undead, implosion, (mass) inflict crit wounds*, (mass) inflict light wounds*, (mass) inflict moderate wounds*, inflict minor wounds*, (mass) inflict serious wounds*, poison, slay living, soulbind, symbol of death/insanity/pain/weakness.

*Why druids have finger of death, I have no idea, but their lesser access to this domain drops this off their list. In return, they gain all the inflict wounds spells, which evil druids should have anyway, and blndness/deafness and death knell – again, good spells for evil druids.

Plant: Animate plants, antiplant shell, awaken, barkskin, blight, changestaff, command plants, control plants, detect animals/plants, diminish plants, entangle, fire seeds, goodberry, ironwood, plant growth, repel wood, shambler, shillelagh, snare, spellstaff, spike growth, transport via plants, tree shape, tree stride, wall of thorns, warp wood, wood shape.

Protection: Antilife shell, anitplant shell, antimagic field, cloak of chaos*, death ward, delay poison, dimensional anchor, endure elements, entropic shield, forbiddance, free movement, (greater) glyph of warding, hide from undead, holy aura*, magic circle vs. alignment, magic vestment, neutralize poison, protection from energy, protection from alignment, repel metal and stone**, repel wood**, repel vermin, resist energy, resistance, sanctuary, shield of faith, shield of law*, shield other, (greater) spell immunity, stoneskin**, undetectable alignment, unholy aura*,

*Not sure on these ones – they're alignment-based spells, but they technically fall under "protection" also.

**Clerics would gain these three spells – not a big boost, except for stoneskin.

Summoning: Elemental swarm*, Gate, (greater/less) planar ally, summon monster I-IX.

*Clerics would gain this spell, but they can summon elementals using summon monster IX anyway.

Sun: Continual flame, darkness*, daylight, deeper darkness*, faerie fire, flare, light, searing light, sunbeam, sunburst.

*I'm not sure why druids don't get darkness spells… it's likely the same reason they don't get inflict wounds spells.

Travel: Air walk, astral projection, ethereal jaunt, etherealness, freedom of movement, know direction, longstrider, pass without trace, plane shift, refuge, sending, tree stride, water walk, wind walk, word of recall*

*Not sure why druids get word of recall, but lesser access to this sphere cuts it off their list anyway.

Weather: Call lightning, call lightning storm, control weather, control winds, fog cloud, gust of wind, obscuring mist, sleet storm, storm of vengeance, whirlwind, wind wall*.

*Since rangers have no access to the Weather sphere, they lose this spell, but I'm not sure why they have it in the first place. Clerics gain access to a number of good spells here, but as they'd be worshipping weather gods, it would be logical for them.

Unassigned: Alarm, darkvision, helping hand, imbue with spell ability, reverse gravity,

Alarm and darkvision are ranger spells that I can't quite fit in anywhere, and can't justify removing from their list. Helping hand is just… strange. Imbue is another one that doesn't fit anywhere; I think it'd be a better arcane spell than divine. I have absolutely no idea why reverse gravity is a druid spell; I'd recommend taking it off the list.[/sblock]
 

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airwalkrr

Adventurer
Excellent system! I had been wondering whether you would develop this further. I have no time to comment on it right now, but from the looks of things, it is coming along nicely. I agree with a lot of your assignments. I will just take a quick moment to say that I think imbue with spell ability can be placed on the All sphere without too much worry.
 

AbeTheGnome

First Post
I like it. I've been trying to create a viable sysem to limit clerics' spell lists for some time now, and it looks like you've done exactly this. The only problem that I see with the system is that paladins and rangers (secondary casters) will get access to high-level spells. That just doesn't seem balanced. If I were to implement this system in a game (and I just may), I would give them only lesser access to spheres.
 

Celebrim

Legend
I appreciate the goals of such a system, but I'm not sold on your implementation of it.

Your mention of portfolios and its relationship to what a god can do for you is spot on, but note that despite this recognition you've managed to end up with far fewer spheres than portfolios. In practice, this is going to invalidate a large part of the implicit design goal in that you are still going to have clerics with access to spells that don't really make sense.

I'm seriously worried about balance here as well. Right now the domains are reasonably balanced. Some are clearly better than others, but there isn't alot of forcing to take a particular domain and you lose very little by taking 'suboptimal' ones. Spheres though are going to demand balance or you will essentially be highly forcing on which dieties are playable from a player perspective. Right now, there is very little reason to choose a greater god over a demigod. Now, if you give a cleric unlimited access to a dieties spheres, suddenly everyone is going to want to be a servant of a greater god. Now all the sudden you are going to have to start worrying about balancing dieties portfolios.

So I strongly suggest that you only be able to pick a limited number of spheres. But here again, we run into problems in that suddenly clerics spell lists are potentially very limited - unless of course you pick the 'sweet' spheres, which in your list are things like 'combat' and 'protection' and 'elemental' - all of which I might add are (don't be offended) dumb ideas for spheres because they are waaaaaaaaayyyyyyyyy too broad.

Anyway, I wish you luck, because I support most of your design goals, but I still think you are a ways from achieving them.
 

Kerrick

First Post
The only problem that I see with the system is that paladins and rangers (secondary casters) will get access to high-level spells. That just doesn't seem balanced. If I were to implement this system in a game (and I just may), I would give them only lesser access to spheres.
They'll only get access to higher-level spells if they have the slots for them (i.e., through a PrC or something.) I originally gave them lesser access, but that severely limited their skill lists, and left them without any spells if they were cut off from their gods (paladins on another plane). A friend of mine and I are actually planning to do an epic paladin PrC that grants higher-levels.

Your mention of portfolios and its relationship to what a god can do for you is spot on, but note that despite this recognition you've managed to end up with far fewer spheres than portfolios. In practice, this is going to invalidate a large part of the implicit design goal in that you are still going to have clerics with access to spells that don't really make sense.
Yeah... that part was bugging me a little too. I could easily make a few more spheres, but then it would start to get out of hand - look at all the domains that are out there now. I could probably add Trickery for clerics, and maybe Wilderness or something for the rangers.

Spheres though are going to demand balance or you will essentially be highly forcing on which dieties are playable from a player perspective. Right now, there is very little reason to choose a greater god over a demigod.
It seems to reason that someone getting his spells from a demigod wouldn't be as powerful as a cleric of a greater god. Your point is valid, though portfolios don't necessarily directly translate into spheres - there's going to be some overlap there. Not to mention they get lesser spheres also, which provides for a nice broad range of spells without giving them access to every spell in the book - a common complaint about clerics and druids.

So I strongly suggest that you only be able to pick a limited number of spheres.
Or just give the gods a limited number of spheres...

But here again, we run into problems in that suddenly clerics spell lists are potentially very limited - unless of course you pick the 'sweet' spheres, which in your list are things like 'combat' and 'protection' and 'elemental' - all of which I might add are (don't be offended) dumb ideas for spheres because they are waaaaaaaaayyyyyyyyy too broad.
Obviously you're not conversant with the 2E version of this system - I took all three of those from the 2E PHB. I could have easily split Elemental into Air, Earth, Fire, and Water, but that would've been more bookkeeping - easier to make a simple note that clerics can only use spells with an element related to their god (a cleric of Pelor, for example, could use fire spells). The Tome of Magic introduced the War sphere, but I don't have that book, so I'm not too sure what spells fell under that heading.
 

Wolv0rine

First Post
Celebrim said:
Right now, there is very little reason to choose a greater god over a demigod. Now, if you give a cleric unlimited access to a dieties spheres, suddenly everyone is going to want to be a servant of a greater god. Now all the sudden you are going to have to start worrying about balancing dieties portfolios.
Please tell me you didn't just ask for a mechanics reason for how you should choose your god. Please, just... please.
Will there be any choices left for players to make just because they chose them? Hey, it strikes me that there's little to no reason to chose to play any non-neutral character, too. We'd better fix that, or no one will ever play a non-neutral character.
Sometimes choices are just choices. :(
 

Celebrim

Legend
Wolv0rine said:
Please tell me you didn't just ask for a mechanics reason for how you should choose your god.

No, I asked for thier not to be a mechanic which imposed on you what god you must choose. Right now the rules as written do a pretty good job of that.

Please, just... please.

Yes, exactly.
 

Wolv0rine

First Post
Celebrim said:
No, I asked for thier not to be a mechanic which imposed on you what god you must choose. Right now the rules as written do a pretty good job of that.
Now see, I don't get it. Granted I didn't like 2E, but as I recall 2E's sphere system (which this is HEAVILY based on) never managed to dictate what gods anyone chose...
 

Kerrick

First Post
Now see, I don't get it. Granted I didn't like 2E, but as I recall 2E's sphere system (which this is HEAVILY based on) never managed to dictate what gods anyone chose...
What he means is that some gods would get "better" spheres, and thus be more desireable as PCs' gods. I kinda like the domain system, but I don't like clerics having the ability to cast arcane spells (and the Magic domain's a big one here). Sure, some spheres are better than others, but it eliminates cookie-cutter clerics and makes the players actually THINK about what god they want to follow, based on the type of cleric they want to play (and hopefully for RP reasons, not powergaming). Like I said, there will be a good deal of overlap between gods, so I don't think it's such a big deal as Celebrim's making it out to be.
 

Celebrim

Legend
Kerrick said:
What he means is that some gods would get "better" spheres, and thus be more desireable as PCs' gods. I kinda like the domain system, but I don't like clerics having the ability to cast arcane spells (and the Magic domain's a big one here).

Err... shouldn't a god of magic have followers that can actually use it?

Sure, some spheres are better than others, but it eliminates cookie-cutter clerics

Ok, first do you not notice the irony? You want to elimenate cookie cutter clerics by elimenating the ability of some to access the Magic domain? Does every cleric in your campaign take the Magic domain, because I don't think its nearly as common a choice as Luck, Travel, and Sun IME.

And second, how do you think that it follows that if some spheres are better than others, you are doing anything to elimenate cookie cutter clerics? Doesn't in fact the reverse follow?

and makes the players actually THINK about what god they want to follow, based on the type of cleric they want to play (and hopefully for RP reasons, not powergaming).

It seems to me rather questionable that any mechanical changes will make a player think more about what sort of cleric he wishes to play for RP reasons, and not more about the mechanical reasons for playing a particular sort of cleric. It seems particularly questionable to assume that when the mechanical changes make some types of mechanical choices clearly much superior to others.

Like I said, there will be a good deal of overlap between gods, so I don't think it's such a big deal as Celebrim's making it out to be.

My suggestion would be to make each sphere about as narrow as a domain with roughly 1 spell for each level in it. Then give each diety a broad portfolio of many spheres - at least 8. Then instead of giving the cleric automatic access to the entire portfolio, let them choose say 3-4 initial spheres (two primary and two secondary, with them gaining domain powers of the first two primaries chosen), and then at 5th, 10th, 15th, and 20th let them increase thier portfolio access by upgrading one secondary to a primary and adding one secondary. Add a feat called 'Extended Portfolio Access' that would let you take an additional sphere from those available (though probably this would only be an advantage if you worshiped a particularly broad diety). In this way, you achieve the design goal (taking away the universal cleric list), but don't discourage too harshly a player from choosing a 'sub-optimal' diety, since probably only the most narrow weakest demi-gods could not reasonably manage to have 8 spheres.

One upshot of this is that clerics would potentially qualify for a wider range of spells, but at the cost of having more narrow spell selection - at 20th level 8 known spells of levels 1-4, and 6 known spells of levels 5-9.
 

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