Balancing Influx of Clerical Spells?

frankthedm said:
I do believe any outside source spell has to be researched whether Arcane or Divine.
IIR It is research of 100 GP & 1 day per level of spell.
The first part is fine for DM's who feel that an outside source is different than a 'new spell'. Certainly, automatically knowing all spells on the spell list is as valid an interpretation. Personally I like the prayer method Zaister mentioned.
Divine spells SRD said:
Spells Gained at a New Level
Characters who can cast divine spells undertake a certain amount of study between adventures. Each time such a character receives a new level of divine spells, he or she learns new spells from that level automatically.
Independent Research
A divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others.
arcane spells SRD said:
Independent Research
A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one.
Hmm, can't find the time or cost to research spells in SRD.
frankthedm said:
The player then finds out if it is accepted by the DM.
Good luck finding a quote to back that up.
 

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What we do in our group is determine which books spellcasters can pull their spells from. In addition to core players can only select 2 additional books, with DM's approval. Beyond these 2 additional books then all spell casting classes follow the rules for researching new spells.

We find that this balances the fact that we as gamers spend money on books and if we play spellcasters we would like to use the books we spend our money on.

Of course with the Spell Compendium coming out we've also decided to look at using just the PHB and the SC from now on and then following the rules for spell research.
 

This was never a problem in my games. The difference between a cleric or druid gaining all these spells and a wizard is thatthe wizard doesn't have someone looking over thier shoulder. The can do whatever they want with thier magic and not be concerned it will evaporate on them. A cleric or druid in my game had better worry about how they use thier spells. Someone or thing is watching not only what they do but why.

Also I expect the divine caster to follow a theme which is normally dictated by who the worship. A cleric witha healing god usually doens't pick up the new clerical blasting spell just becuase it is now in some book. Its a matter of trusting to your players ability to role play to balance things. I realize this isn't something that can be assumed by the writers of the game. The role playing balancing factor was one thing removed from 3rd edition as it should be. It is a much more personal/individual matter.

later
 

To me, it's not a matter that the spells are available.

It's a matter that with many of the new software tools, you can have a player of a Cleric or Druid with printed out spell sheets 5 pages long. When they pray for their spells, it often takes 10, 15, or even more minutes of real time for the player to pick the spells.

I think Zaister's suggestion alleviates that delay considerably.
 

I am considering for my game that the core PHB spells are allowed to all Clerics (barring Alignment and such) and that each Diety has an additional list of avaiable spells to further define them, aside from Domains.

I might go even as far a sects within various churches get access to certain spells to further define things.

I probably need additional hobbies.
 

TheGogmagog said:
Hmm, can't find the time or cost to research spells in SRD.
Good luck finding a quote to back that up.
I do belive it is the DMG only, not The SRD

DMG 3.5 Pages 35 & 198 cover allowing and making new spells.
You Need:
Access to a well stocked library such as in a metropolis
Cost: 1000gp per week: 1 week per spell level.
At the end of the research: Spellcraft DC 10+ spell level or start over


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If the DM wants to say "All spells in the wotc spell compendium are available as PHB spells", he and or she is free to do so. If the DM on the other hand says "Many spells in the WotC spell compendium are available through independent research" that’s the DM's prerogative.
 
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Here's the house rules I wrote up along time ago as third-party d20 spells began to proliferate, but it'll be even more relevant when I pick up the Spell Compendium:

To gain spells beyond those listed in the Player's Handbook, a divine spellcaster may choose spells from any d20 source, subject to DM approval. However, the spell must be conceptually related to their deity's areas of influence.

The character must then make a class level + Wis Bonus check against a DC of 15 + spell level. A successful roll indicates the character has been granted the spell by their deity and may add it to their spell list. Otherwise, the character must wait until they gain a fuller understanding of the divine being they worship, and may ask again at that time (i.e., when they have advanced a level.)

If a character performs the above check based on a spell they have found transcribed on a scroll or similar object, they receive a +2 on the roll (provided they are able to read the spell initially.)

A character may gain a total number of additional spells of each level equal to Wisdom bonus plus the spells per day of the level in question
. This number does not include bonus or domain spells. For example, a 5th level cleric with a 16 Wis may have six non-core first level spells (three spells per day + Wis modifier), five of second level, and four of third level.
 
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My DMs all require research.
I like it since even as clerical player, I think clerics get to many spell choices.
I allso think cleric should be spontanious casters(please lord save my but some time in the future with this specific spell?!) but thats another matter.
I can be almost asured that my cleric of Death and X will learn any new necro spells, but, healing spells are unlikely to meet DMs muster
This make for good balance and good flavor.
 

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