Oh, you're right, I was getting air walk confused with wind walk. Hmmmm. OK, I could see dropping air walk in that case.
Good! Applying the currently agreed changes to Prometheus's spell selection give us...
Typical Cleric Spells Prepared (6/8+1/8+1/6+1/6+1/5+1, save DC 24 + spell level, or 29 + spell level for Illusion spells.):
0 –
create water,
detect magic,
light,
mending,
purify food and drink,
read magic;
1st –
bless,
bless water,
burning hands*,
detect evil,
divine favor,
entropic shield,
protection from evil,
remove fear,
sanctuary,
shield of faith; ONE TOO MANY
2nd –
aid,
augury,
bear's endurance,
bull's strength,
eagle's splendor,
make whole,
owl's wisdom,
shield other,
silence,
status; ONE TOO MANY
3rd –
clairaudience/clairvoyance*,
continual flame,
daylight,
helping hand,
locate object,
prayer,
stone shape,
water walk; ONE TOO MANY
4th –
death ward,
dimensional anchor,
dismissal,
divination,
freedom of movement,
holy smite*,
sending,
tongues; ONE TOO MANY
5th –
commune,
dispel evil,
fire shield*,
mass cure light wounds,
plane shift,
scrying,
true seeing. ONE TOO MANY
That's odd.
We appear to have miscalculated - there's still one too many spells.
Oh wait, it's the CC conversion of Prometheus that wrong. Its spells prepared have one too many spells at each level.
Prometheus Spells Prepared:
[TABLE="width: 500"] [TR] [TD]Spell Level
[/TD] [TD]0
[/TD] [TD]1st
[/TD] [TD]2nd
[/TD] [TD]3rd
[/TD] [TD]4th
[/TD] [TD]5th
[/TD] [TD]6th
[/TD] [TD]7th
[/TD] [/TR] [TR] [TD]Cleric Levels
[/TD] [TD]6
[/TD] [TD]5+1
[/TD] [TD]5+1
[/TD] [TD]4+1
[/TD] [TD]4+1[/TD] [TD]3+1
[/TD] [TD]2+1
[/TD] [TD]1+1
[/TD] [/TR] [TR] [TD]Wisdom Bonus
[/TD] [TD]—
[/TD] [TD]4
[/TD] [TD]4
[/TD] [TD]3
[/TD] [TD]3
[/TD] [TD]3
[/TD] [TD]3
[/TD] [TD]2
[/TD] [/TR] [TR] [TD]Total
[/TD] [TD]6
[/TD] [TD]9+1
[/TD] [TD]9+1
[/TD] [TD]7+1
[/TD] [TD]7+1[/TD] [TD]6+1
[/TD] [TD]5+1
[/TD] [TD]3+1
[/TD] [/TR] [/TABLE]
I think what happened is the domain bonus spell accidentally got folded in with the regular spells in the "Typical Cleric Spells Prepared" numbers.
The CC entry has "6/10/10/8/8/7/6/4" when it should have "6/9+1/9+1/7+1/7+1/5+1/3+1", and the actual number of spells is "6/10+1/10+1/8+1/8+1/7+1/6+1/4+1":
Typical Cleric Spells Prepared (6/10/10/8/8/7/6/4; save DC 24 + spell level):
0 (6) –
create water,
detect magic,
light,
mending,
purify food and drink,
read magic; SIX SPELLS = CORRECT
1st (9+1) –
bless (x2),
bless water,
burning hands*,
detect evil,
divine favor,
entropic shield,
protection from evil,
remove fear,
sanctuary,
shield of faith; ELEVEN SPELLS = ONE TOO MANY
2nd (9+1) –
aid,
augury,
bear's endurance,
bull's strength,
eagle's splendor,
make whole,
owl's wisdom,
produce flame*,
shield other,
silence,
status; ELEVEN SPELLS = ONE TOO MANY
3rd (7+1) –
clairaudience/clairvoyance*,
continual flame,
daylight,
helping hand,
locate object,
prayer,
searing light,
stone shape,
water walk; NINE SPELLS = ONE TOO MANY
4th (7+1) –
air walk,
death ward,
dimensional anchor,
dismissal,
divination,
freedom of movement,
holy smite*,
sending,
tongues; NINE SPELLS = ONE TOO MANY
5th (6+1) –
commune,
dispel evil,
fire shield*,
flame strike,
mass cure light wounds,
plane shift,
scrying,
true seeing; EIGHT SPELLS = ONE TOO MANY
6th (5+1) –
banishment,
blade barrier*,
greater dispel magic,
heal,
heroes' feast,
mass cure moderate wounds,
wind walk; SEVEN SPELLS = ONE TOO MANY
7th (3+1) –
fire storm*,
holy word,
mass cure critical wounds,
regenerate,
resurrection. FIVE SPELLS = ONE TOO MANY
Oh, you're right, I was getting air walk confused with wind walk. Hmmmm. OK, I could see dropping air walk in that case.
What domain spells do you want to give him?
We've still got most of the ones on Prometheus's cleric list, so we'd better check which ones are for domains Andromidus doesn't have...
Okay now, we need to cut the
burning hands and
fire shield as domain spells, since Andromidus does not have the Fire Domain.
We can cut the
aid and
locate object spells you suggested earlier.
We can make
protection from evil and
true seeing domain spells.
We still need to remove a 2nd and 4th level spell - I suggest
status and
sending.
That makes the following:
Typical Cleric Spells Prepared (6/8+1/8+1/6+1/6+1/5+1, save DC 24 + spell level, or 29 + spell level for Illusion spells.):
0 [6] –
create water,
detect magic,
light,
mending,
purify food and drink,
read magic;
1st [8+1] –
bless,
bless water,
detect evil,
divine favor,
entropic shield,
protection from evil*,
remove fear,
sanctuary,
shield of faith;
2nd [8+1] –
DOMAIN*,
augury,
bear's endurance,
bull's strength,
eagle's splendor,
make whole,
owl's wisdom,
shield other,
silence;
3rd [6+1] –
clairaudience/clairvoyance*,
continual flame,
daylight,
helping hand,
prayer,
stone shape,
water walk;
4th [6+1] –
death ward,
dimensional anchor,
dismissal,
divination,
freedom of movement,
holy smite*,
tongues;
5th [5+1] –
commune,
dispel evil,
mass cure light wounds,
plane shift,
scrying,
true seeing*.
All that leaves is choosing the 2nd level domain spell.
The choices are
aid,
detect thoughts,
enthrall,
wood shape.
I'd prefer either
detect thoughts or
wood shape since those aren't on the standard Cleric spell lists.