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10 Clerical Spheres/Domains
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<blockquote data-quote="steeldragons" data-source="post: 6132283" data-attributes="member: 92511"><p>Yeah. I think it's doable.</p><p></p><p></p><p></p><p>It is. But I like to try to start with as small a group as possible and that way, if I absolutely must end up with 12 or 15, then I'm still doing better than 5 pages of 30-something different spheres, many of which either being a) completely unnecessary or b) redundant.</p><p></p><p>I also very much like (and personally think the 5e dev's need to do some -or a LOT- more of this) forcing the issue to make the tough decisions. Can we have more [of ANYthing] classes, races, specialties, spheres, wizard spells, etc. etc. ad infinitum? Yes. Of course we can ALWAYS have/add/come up with MORE. Do we NEED them to 1) Give the players fun and creative options and 2) make the game functional? I really don't believe so.</p><p></p><p>So...yeah. 10. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>Well, see my example above...just because a deity would have access to a sphere doesn't even necessarily give them access to ALL spells in the sphere. Ex: You want a "elfy foresty god of the hunt"...They'd have the Nature sphere, obviously. But maybe only as it relates to Animals. Or animals and plants but no weather spells. Maybe he/she also has the Elemental sphere, but only in relation to Earth spells...foresty guy's not gonna use/be interested in fire! Throw in Combat, maybe some Protection maybe Life/Death. Done. Your agriculture god would be concerned with plants and weather, if you include "fertility" then I'd say animals count too, so there's all of Nature. Elemental, again, not interested in fire. Life/Death again for the "growth" and "fertility" aspects. that might be it, actually...maybe some Creation as long as they are rural (as opposed to city)-focused/based. </p><p></p><p></p><p></p><p>Fair enough. And a very nice list it ended up being. I had not wanted to "give it all away on the first date", so to speak, but you're right.</p><p></p><p>The way I'm looking at it for this "hypothetical" game system and world is that clerics all have a joint spell list for spell levels 1-3. Beyond that (spell levels 4+), you get into the sphere specific stuff of your god...as the more powerful spells are gleaned directly from the deity's increasingly powerful representatives and eventually the god him/herself. (They also will receive deity-specific domain powers throughout their levels but those aren't related to their spell selection.)</p><p></p><p></p><p></p><p>What do you mean? Not working how?</p><p></p><p></p><p></p><p>Well, consider that no deity is going to have only ONE sphere available...so all you need is two or three spells per spell level. If the cleric has access to 4 of the spheres, there's 8 spells to choose from for a particular spell level.</p><p></p><p>The spell list I am looking at, at this stage in my spell-addled madness, does actually diminish options as you get to higher spell tiers. I really don't have any problem with that.</p><p> </p><p></p><p></p><p>Yeah. That's pretty much how I was going about it.</p><p></p><p></p><p></p><p>Actually, going along with classical esoteric/occult tradition your 9 & 10 would then fall under the "element", if you would, that controls/directs the other 4 elements...commonly referred to as "Spirit." Which is actually perfect. It is the human element, the human condition...one sphere which leans toward/evokes what you can do with your hands/body, "Craft", and the other going to what you can [literally] do with your Mind...which combined make up the "human element." I like it a lot.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6132283, member: 92511"] Yeah. I think it's doable. It is. But I like to try to start with as small a group as possible and that way, if I absolutely must end up with 12 or 15, then I'm still doing better than 5 pages of 30-something different spheres, many of which either being a) completely unnecessary or b) redundant. I also very much like (and personally think the 5e dev's need to do some -or a LOT- more of this) forcing the issue to make the tough decisions. Can we have more [of ANYthing] classes, races, specialties, spheres, wizard spells, etc. etc. ad infinitum? Yes. Of course we can ALWAYS have/add/come up with MORE. Do we NEED them to 1) Give the players fun and creative options and 2) make the game functional? I really don't believe so. So...yeah. 10. :) Well, see my example above...just because a deity would have access to a sphere doesn't even necessarily give them access to ALL spells in the sphere. Ex: You want a "elfy foresty god of the hunt"...They'd have the Nature sphere, obviously. But maybe only as it relates to Animals. Or animals and plants but no weather spells. Maybe he/she also has the Elemental sphere, but only in relation to Earth spells...foresty guy's not gonna use/be interested in fire! Throw in Combat, maybe some Protection maybe Life/Death. Done. Your agriculture god would be concerned with plants and weather, if you include "fertility" then I'd say animals count too, so there's all of Nature. Elemental, again, not interested in fire. Life/Death again for the "growth" and "fertility" aspects. that might be it, actually...maybe some Creation as long as they are rural (as opposed to city)-focused/based. Fair enough. And a very nice list it ended up being. I had not wanted to "give it all away on the first date", so to speak, but you're right. The way I'm looking at it for this "hypothetical" game system and world is that clerics all have a joint spell list for spell levels 1-3. Beyond that (spell levels 4+), you get into the sphere specific stuff of your god...as the more powerful spells are gleaned directly from the deity's increasingly powerful representatives and eventually the god him/herself. (They also will receive deity-specific domain powers throughout their levels but those aren't related to their spell selection.) What do you mean? Not working how? Well, consider that no deity is going to have only ONE sphere available...so all you need is two or three spells per spell level. If the cleric has access to 4 of the spheres, there's 8 spells to choose from for a particular spell level. The spell list I am looking at, at this stage in my spell-addled madness, does actually diminish options as you get to higher spell tiers. I really don't have any problem with that. Yeah. That's pretty much how I was going about it. Actually, going along with classical esoteric/occult tradition your 9 & 10 would then fall under the "element", if you would, that controls/directs the other 4 elements...commonly referred to as "Spirit." Which is actually perfect. It is the human element, the human condition...one sphere which leans toward/evokes what you can do with your hands/body, "Craft", and the other going to what you can [literally] do with your Mind...which combined make up the "human element." I like it a lot. [/QUOTE]
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