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<blockquote data-quote="Henry" data-source="post: 5835385" data-attributes="member: 158"><p>I loved the concept, the exedcution needed to be a little more balanced -- which it could have been with larger spell lists.</p><p></p><p>It's too bad WotC no longer allows free PDF download of the 2nd edition legends & lore book -- it was on their website until a couple years ago.</p><p></p><p>For those who never experienced it: They took the 1st through 7th level (yes, clerics had all their spells crammed into 7 levels instead of 9) and divided them up into "spheres" - plant, animal, lesser healing, greater healing, charm, etc. - the precursors to domains. But instead of giving extra spells, often outside of the traditional cleric levels of power, as domains do, they just divvied up the existing cleric & druid spells. So, if your cleric had "lesser healing" he had CLW, slow poison, a few others, but no cure serious or higher spells. If he had greater healing he had cure serious, critical, heal, resurrection, etc. So you could have clerics who could heal, just not heal major issues. Plus, there were concepts for different powers than turn undead, just as the druid can shapechange, another clerics might have different special abilities they could use infrequently to distinguish themselves from other clerics. In my homebrew, I had thunder clerics who could clap their hands together for a lesser version of the shout spell, I had clerics with the thief skills charts (as three levels lower, I believe), etc. To be a Cleric of the Thunder God and the Cleric of the Thief God were VERY different things.</p></blockquote><p></p>
[QUOTE="Henry, post: 5835385, member: 158"] I loved the concept, the exedcution needed to be a little more balanced -- which it could have been with larger spell lists. It's too bad WotC no longer allows free PDF download of the 2nd edition legends & lore book -- it was on their website until a couple years ago. For those who never experienced it: They took the 1st through 7th level (yes, clerics had all their spells crammed into 7 levels instead of 9) and divided them up into "spheres" - plant, animal, lesser healing, greater healing, charm, etc. - the precursors to domains. But instead of giving extra spells, often outside of the traditional cleric levels of power, as domains do, they just divvied up the existing cleric & druid spells. So, if your cleric had "lesser healing" he had CLW, slow poison, a few others, but no cure serious or higher spells. If he had greater healing he had cure serious, critical, heal, resurrection, etc. So you could have clerics who could heal, just not heal major issues. Plus, there were concepts for different powers than turn undead, just as the druid can shapechange, another clerics might have different special abilities they could use infrequently to distinguish themselves from other clerics. In my homebrew, I had thunder clerics who could clap their hands together for a lesser version of the shout spell, I had clerics with the thief skills charts (as three levels lower, I believe), etc. To be a Cleric of the Thunder God and the Cleric of the Thief God were VERY different things. [/QUOTE]
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