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General Tabletop Discussion
*Pathfinder & Starfinder
2nd Ed Clerical Spell Spheres, Any Rules?
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<blockquote data-quote="Gothmog" data-source="post: 1412209" data-attributes="member: 317"><p>Sorry for the delay in posting, its been a long day.</p><p></p><p>Anyway, to answer some of your questions, I chose to include arcane spells because some just fit very well into the domains I was designing, and I've never been a big fan of the arcane vs. divine magic effects are all that different. That said, you won't find magic missile, fireball, and some staple arcane spells listed on these domains- those stay the province of the wizard. However, certain spells, like knock, invisibility, some illusions, etc are placed into domain where they would be appropriate to the theme of the domain.</p><p></p><p>I developed these listings because, quite frankly, I thought the 3E domain system sucked. It produced clerics that were almost identical except for 2 spells per level and 2 granter powers. Blah. I wanted more variability in my clerics, and wanted each religion to actually have a VERY different feel and abilities.</p><p></p><p>I'm also going to post the new rules I developed for clerical acquisition of spells. Since there are VASTLY more spells per level than in the PHB now, it would be unbalancing for clerics to have access to all the spells in each domain. In addition, some domains have more spells per level than other ones. To compensate for this, clerics get a number of spells known per level, and gain more spells of each level as they advance. Its worked well for my group so far, but if you have fewer sources to draw from, you might ignore these rules.</p><p></p><p>I have added some new domains (Murder, Dreams, Artifice) to fill specific roles in my campaign. In addition, the Death domain in my list is more a death/afterlife domain, while the Undeath domain deals with the undead and destruction of life energy. I have also redone some of the Granted Powers from each domain, in addition to adding something called Divine Channel powers to each domain. These take the place of turning/rebuking undead, and instead allow the cleric to manifest a power relevant to his domain. Not all of them are finished yet, so if you have any ideas, I'd love to hear them. We have used these rules and lists for about a year now, and so far they have worked well, the cleric and paladin players have been happy, and they seem pretty balanced.</p><p></p><p>Finally, the list of books I drew spells from is listed in the document, and each spell is keyed on the list as to which book it came from. There are about 50+ souces on the list now as well.</p><p></p><p>So, without further ado, here are the docs. I had to bust the domains listings up into 2 documents since they were so long.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1412209, member: 317"] Sorry for the delay in posting, its been a long day. Anyway, to answer some of your questions, I chose to include arcane spells because some just fit very well into the domains I was designing, and I've never been a big fan of the arcane vs. divine magic effects are all that different. That said, you won't find magic missile, fireball, and some staple arcane spells listed on these domains- those stay the province of the wizard. However, certain spells, like knock, invisibility, some illusions, etc are placed into domain where they would be appropriate to the theme of the domain. I developed these listings because, quite frankly, I thought the 3E domain system sucked. It produced clerics that were almost identical except for 2 spells per level and 2 granter powers. Blah. I wanted more variability in my clerics, and wanted each religion to actually have a VERY different feel and abilities. I'm also going to post the new rules I developed for clerical acquisition of spells. Since there are VASTLY more spells per level than in the PHB now, it would be unbalancing for clerics to have access to all the spells in each domain. In addition, some domains have more spells per level than other ones. To compensate for this, clerics get a number of spells known per level, and gain more spells of each level as they advance. Its worked well for my group so far, but if you have fewer sources to draw from, you might ignore these rules. I have added some new domains (Murder, Dreams, Artifice) to fill specific roles in my campaign. In addition, the Death domain in my list is more a death/afterlife domain, while the Undeath domain deals with the undead and destruction of life energy. I have also redone some of the Granted Powers from each domain, in addition to adding something called Divine Channel powers to each domain. These take the place of turning/rebuking undead, and instead allow the cleric to manifest a power relevant to his domain. Not all of them are finished yet, so if you have any ideas, I'd love to hear them. We have used these rules and lists for about a year now, and so far they have worked well, the cleric and paladin players have been happy, and they seem pretty balanced. Finally, the list of books I drew spells from is listed in the document, and each spell is keyed on the list as to which book it came from. There are about 50+ souces on the list now as well. So, without further ado, here are the docs. I had to bust the domains listings up into 2 documents since they were so long. [/QUOTE]
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2nd Ed Clerical Spell Spheres, Any Rules?
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