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A Cleric, by any other name, twould cast as sweet.
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<blockquote data-quote="steeldragons" data-source="post: 5779740" data-attributes="member: 92511"><p>This kinda all stemmed out of this idea I had to "Sphere-ize" the BECMI and 1e Cleric spell lists...and got to think just how many categories/domains would I need to really cover the bases.</p><p></p><p>One thing that I definitely was going to borrow from 2e was the idea of an "All" sphere. All clerics/all deities have access to these spells. Yes, they are generally lower level spells that feed into the flavor of cleric as "priest"...then the god's specific domains/spheres would be used to offset clerics from each other in the more "martial/crusader/adventurer/champion of the faith" sort of way.</p><p></p><p>So things like: Detect Magic, Detection of and Protection from good/evil, Bless/Curse, Cure/Cause Light Wounds, Light/Darkness, (off the top of my head) Chant (2nd level), Prayer (3rd), etc..would fall into the "All" Sphere.</p><p></p><p>From there, I wasn't sure how far/many to go. I would love to narrow it down even as far as 6....but could, conceivably, make it 10...I think anything over 12 would be confusing/more than necessary for beginning players.</p><p></p><p>One way to cut back is to lump some things together that have, in various editions, broken up. Things like "Elemental" being separate "Air, Erath, Fire, Water" domains.</p><p></p><p>Of course, this then puts the onus on the DM (could be "more work") to have things make "common sense rulings." A storm deity, for example might be given access to Air spells (winds and lightning) and Water spells (rain, snow, hail), but no earth or fire spells. A mountain or sea god would be permitted earth and water spells, respectively, but not other elements (or water and earth is you had Poseidon-esque sea god who was also in charge of earthquakes). etc...</p><p></p><p>Something like the old "Astral" sphere, which I'd rename "Celestial" myself, to incorporate things for sun, moon, stars, sky in general. A sun god would, obviously, not have access to "moon-related" effects or spells. A god of night wouldn't get "sun-related" effects, etc. </p><p></p><p>I did always like "Healing" as its own domain/sphere. There are few deities in my homebrew who have "full access" to all healing spells.</p><p></p><p>So, I was thinking something like this:</p><p>All</p><p>Celestial</p><p>Elemental</p><p>Battle/War</p><p>Knowledge</p><p>Nature</p><p>Healing</p><p></p><p>I don't know that Protection and Divination spells need be separate. Things like Resist Fire/Cold could be put into Elemental and or Nature. Pretty much any divination can go into Knowledge...</p><p></p><p>Maybe an "Infernal" domain that incorporates Necromantic spells, fire-based/damage causing spells, things like the "Destruction" and"Death" domains, darkness/shadow effects, conjurations...</p><p></p><p>I dunno. Like I said, one could go on forever, breaking down godly domains into more and more specific/specialized areas of influence.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5779740, member: 92511"] This kinda all stemmed out of this idea I had to "Sphere-ize" the BECMI and 1e Cleric spell lists...and got to think just how many categories/domains would I need to really cover the bases. One thing that I definitely was going to borrow from 2e was the idea of an "All" sphere. All clerics/all deities have access to these spells. Yes, they are generally lower level spells that feed into the flavor of cleric as "priest"...then the god's specific domains/spheres would be used to offset clerics from each other in the more "martial/crusader/adventurer/champion of the faith" sort of way. So things like: Detect Magic, Detection of and Protection from good/evil, Bless/Curse, Cure/Cause Light Wounds, Light/Darkness, (off the top of my head) Chant (2nd level), Prayer (3rd), etc..would fall into the "All" Sphere. From there, I wasn't sure how far/many to go. I would love to narrow it down even as far as 6....but could, conceivably, make it 10...I think anything over 12 would be confusing/more than necessary for beginning players. One way to cut back is to lump some things together that have, in various editions, broken up. Things like "Elemental" being separate "Air, Erath, Fire, Water" domains. Of course, this then puts the onus on the DM (could be "more work") to have things make "common sense rulings." A storm deity, for example might be given access to Air spells (winds and lightning) and Water spells (rain, snow, hail), but no earth or fire spells. A mountain or sea god would be permitted earth and water spells, respectively, but not other elements (or water and earth is you had Poseidon-esque sea god who was also in charge of earthquakes). etc... Something like the old "Astral" sphere, which I'd rename "Celestial" myself, to incorporate things for sun, moon, stars, sky in general. A sun god would, obviously, not have access to "moon-related" effects or spells. A god of night wouldn't get "sun-related" effects, etc. I did always like "Healing" as its own domain/sphere. There are few deities in my homebrew who have "full access" to all healing spells. So, I was thinking something like this: All Celestial Elemental Battle/War Knowledge Nature Healing I don't know that Protection and Divination spells need be separate. Things like Resist Fire/Cold could be put into Elemental and or Nature. Pretty much any divination can go into Knowledge... Maybe an "Infernal" domain that incorporates Necromantic spells, fire-based/damage causing spells, things like the "Destruction" and"Death" domains, darkness/shadow effects, conjurations... I dunno. Like I said, one could go on forever, breaking down godly domains into more and more specific/specialized areas of influence. [/QUOTE]
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