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General Tabletop Discussion
*Pathfinder & Starfinder
10 Clerical Spheres/Domains
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<blockquote data-quote="steenan" data-source="post: 6131882" data-attributes="member: 23240"><p>I would design the spheres first and then choose or create spells to fill them. Probably, a lot of sacred cows would die in the process - but I think it's a much better approach than taking an existing spell list and trying to divide them somehow into more-or-less balanced categories.</p><p></p><p>Also, the set of spheres is setting-related. If I were to create them in vacuum, I'd probably go with something like:</p><p></p><p>1. Honor - light, oaths, detecting lies, improving morale, destroying fiends and undead</p><p>2. Anger - combat buffs, inducing fear or rage, ignoring pain, dealing direct damage, destroying objects</p><p>Honor and Anger are sun- and fire-themed</p><p></p><p>3. Deceit - darkness, illusions, confusion, sneaking, poisons</p><p>4. Protection - metal, defensive buffs, removing conditions, redirecting damage</p><p>Deceit and Protection are earth- and underground-themed</p><p></p><p>5. Life - wood and plants, healing, inducing and directing growth, taking animal forms</p><p>6. Instinct - improving body and senses, communicating with animals, summoning animals, inducing emotions</p><p>Life and Instinct are water- and nature-themed</p><p></p><p>7. Movement - travel, ignoring obstacles, creating passages, finding paths, reacting faster</p><p>8. Veil - speaking with spirits, summoning outsiders, necromancy</p><p>Movement and Veil are air- and star-themed</p><p></p><p>9. Craft - alchemy, creating magic items, conjuring and animating objects</p><p>10. Mind - reading thoughts, telepathy, suggestions, detecting and identifying magic, divination</p><p>Craft and Mind have no elemental association, but focus on words and symbols</p></blockquote><p></p>
[QUOTE="steenan, post: 6131882, member: 23240"] I would design the spheres first and then choose or create spells to fill them. Probably, a lot of sacred cows would die in the process - but I think it's a much better approach than taking an existing spell list and trying to divide them somehow into more-or-less balanced categories. Also, the set of spheres is setting-related. If I were to create them in vacuum, I'd probably go with something like: 1. Honor - light, oaths, detecting lies, improving morale, destroying fiends and undead 2. Anger - combat buffs, inducing fear or rage, ignoring pain, dealing direct damage, destroying objects Honor and Anger are sun- and fire-themed 3. Deceit - darkness, illusions, confusion, sneaking, poisons 4. Protection - metal, defensive buffs, removing conditions, redirecting damage Deceit and Protection are earth- and underground-themed 5. Life - wood and plants, healing, inducing and directing growth, taking animal forms 6. Instinct - improving body and senses, communicating with animals, summoning animals, inducing emotions Life and Instinct are water- and nature-themed 7. Movement - travel, ignoring obstacles, creating passages, finding paths, reacting faster 8. Veil - speaking with spirits, summoning outsiders, necromancy Movement and Veil are air- and star-themed 9. Craft - alchemy, creating magic items, conjuring and animating objects 10. Mind - reading thoughts, telepathy, suggestions, detecting and identifying magic, divination Craft and Mind have no elemental association, but focus on words and symbols [/QUOTE]
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