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Cost of Adding Spells to Spellbook too high?
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<blockquote data-quote="Nyeshet" data-source="post: 3155107" data-attributes="member: 18363"><p>I second this. I've seen a few fan attempts to fix this, but oddly enough I cannot recall a third party publisher ever attempting this. Has such an attempt been made by a publisher and I missed it? Was it worth using or did it oddly arrange / mix the spells? </p><p></p><p>Personally, I think there should be a 'core' of cleric spells - only a few per level that are true of all clerics (perhaps the cure / inflict spells? and the others devoted to healing, removing maladies, raising the dead, etc?) - sort of a Universal Sphere for clerics, and all other spells divided into approximately equal lists of spells (maybe 2-4 per level?). As for the spheres, I think the domains give a good start, but I think there might be a bit too much overlap between them. In my opinion there should be as close to no overlap as possible between spheres. </p><p></p><p>Of course, I also tend to be of the view that perhaps turning undead should be one sphere power (instead of domain power), rebuking them another sphere's, rebuking water elementals another sphere's (water likely), rebuking vermin yet another, and so on, such that each sphere's power in fact is the way that cleric can use its channel / turning ability. That would vastly diversify the clerics right there - even if they worshipped the same deity. </p><p></p><p>Does anyone else agree, or are my views more odd / heretical than I realize?</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3155107, member: 18363"] I second this. I've seen a few fan attempts to fix this, but oddly enough I cannot recall a third party publisher ever attempting this. Has such an attempt been made by a publisher and I missed it? Was it worth using or did it oddly arrange / mix the spells? Personally, I think there should be a 'core' of cleric spells - only a few per level that are true of all clerics (perhaps the cure / inflict spells? and the others devoted to healing, removing maladies, raising the dead, etc?) - sort of a Universal Sphere for clerics, and all other spells divided into approximately equal lists of spells (maybe 2-4 per level?). As for the spheres, I think the domains give a good start, but I think there might be a bit too much overlap between them. In my opinion there should be as close to no overlap as possible between spheres. Of course, I also tend to be of the view that perhaps turning undead should be one sphere power (instead of domain power), rebuking them another sphere's, rebuking water elementals another sphere's (water likely), rebuking vermin yet another, and so on, such that each sphere's power in fact is the way that cleric can use its channel / turning ability. That would vastly diversify the clerics right there - even if they worshipped the same deity. Does anyone else agree, or are my views more odd / heretical than I realize? [/QUOTE]
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