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D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only
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<blockquote data-quote="Spatzimaus" data-source="post: 3177227" data-attributes="member: 3051"><p>This is very, very similar to what we've been using IMC ever since 3E started, with one exception. Allowing the player to swap for either domain spell is just too strong, because so many PrCs/Feats add extra domains. Soon, you'll be able to pick three or four spells to swap for, and at that point you're a Sorcerer (but stronger). Point is, the balance of these classes/feats gets thrown off too easily, and even swapping for two options gets a bit iffy. After all, if I take the Fire and Water domains, and then fill every slot with healing spells, that's effectively equivalent to a spontaneous caster with three known spells at every spell level.</p><p></p><p>Our solution: at the start of each day, when you're memorizing your spells, you select ONE domain spell (from any of your domains) at each spell level, and that's the one you swap spells of that level for. If you somehow gain extra domains, that simply gives you more options when deciding, but once you finish meditating you'll still be limited to a single swap spell at every level.</p><p></p><p>For instance, one high-level Cleric of Air and Travel in our campaign might have set up like this on a typical day:</p><p>1: Obscuring Mist (Air)- Longstrider's just too specialized.</p><p>2: Wind Wall (Air)- Locate Object isn't bad, but you won't use it most days.</p><p>3: Fly (Travel)- Gaseous Form's good, but seriously, how can you not take Fly?</p><p>4: Dimension Door (Travel)- Air Walk isn't that impressive when you can fly.</p><p>5: Control Winds (Air)- Teleport's probably better, but I'd rather have Greater Teleport at 7. Before you reach level 13 you'd put Teleport here.</p><p>6: Chain Lightning (Air)- You'll use this FAR more often than Find the Path</p><p>7: Greater Teleport (Travel)- Control Weather, with a 10-minute cast time, won't be cast repeatedly.</p><p>8: Whirlwind (Air)- Phase Door's the other choice.</p><p>9: Elemental Swarm (Air)- Astral Projection won't be used most days.</p><p></p><p>We later added a rule that if you spend an hour during the day meditating, you can re-select any of your domain spells, for when you find you REALLY need a certain spell. But, we also disallowed metamagic on the spontaneous spells altogether; if it's a level 8 slot, you swap for the level 8 domain spell you chose. (We then added a Feat that allowed you to memorize the domain spells in your normal slots, even if they weren't on your class list, and you could metamagic the memorized versions.)</p><p></p><p>Anyway, the bottom line was, a Cleric of a Fire god actually used FIRE. This was by far our most popular change, and we never went back to the old way.</p><p></p><p>But yes, healing was a bit short. So, we made a few other changes:</p><p></p><p>> Druids have no problem casting spells contradictory to their alignments. This is important since we made Harm evil and Heal good (to stop Harm from being abused by armored clerics so much), and then added Harm to the Druid spell list. (With the Druids already having the Neutral alignment restriction, the true neutral Druids were more capable than the others. We wanted to encourage more variety.)</p><p></p><p>> Clerics could cast spells from their domains even if those spells opposed their alignment. For instance, an Evil god gave the "Good" domain to his followers so that they could use <em>protection from evil</em> and such against OTHER Evil religions.</p><p></p><p>> Paladins dropped their <em>remove disease</em> and disease immunity. In exchange, they selected one domain of their deity. They gained the domain power (to replace the disease immunity) and could swap their small number of spells for the spells of that domain. Healing domain was pretty popular, but we also added a Purification domain that gave back the disease immunity and had <em>remove disease, neutralize poison</em>, etc. as its spell list. (Likewise, we added a Contamination domain for Blackguards.)</p><p></p><p>> Most gods gained one or two more domains, and Healing was a pretty popular one to add.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3177227, member: 3051"] This is very, very similar to what we've been using IMC ever since 3E started, with one exception. Allowing the player to swap for either domain spell is just too strong, because so many PrCs/Feats add extra domains. Soon, you'll be able to pick three or four spells to swap for, and at that point you're a Sorcerer (but stronger). Point is, the balance of these classes/feats gets thrown off too easily, and even swapping for two options gets a bit iffy. After all, if I take the Fire and Water domains, and then fill every slot with healing spells, that's effectively equivalent to a spontaneous caster with three known spells at every spell level. Our solution: at the start of each day, when you're memorizing your spells, you select ONE domain spell (from any of your domains) at each spell level, and that's the one you swap spells of that level for. If you somehow gain extra domains, that simply gives you more options when deciding, but once you finish meditating you'll still be limited to a single swap spell at every level. For instance, one high-level Cleric of Air and Travel in our campaign might have set up like this on a typical day: 1: Obscuring Mist (Air)- Longstrider's just too specialized. 2: Wind Wall (Air)- Locate Object isn't bad, but you won't use it most days. 3: Fly (Travel)- Gaseous Form's good, but seriously, how can you not take Fly? 4: Dimension Door (Travel)- Air Walk isn't that impressive when you can fly. 5: Control Winds (Air)- Teleport's probably better, but I'd rather have Greater Teleport at 7. Before you reach level 13 you'd put Teleport here. 6: Chain Lightning (Air)- You'll use this FAR more often than Find the Path 7: Greater Teleport (Travel)- Control Weather, with a 10-minute cast time, won't be cast repeatedly. 8: Whirlwind (Air)- Phase Door's the other choice. 9: Elemental Swarm (Air)- Astral Projection won't be used most days. We later added a rule that if you spend an hour during the day meditating, you can re-select any of your domain spells, for when you find you REALLY need a certain spell. But, we also disallowed metamagic on the spontaneous spells altogether; if it's a level 8 slot, you swap for the level 8 domain spell you chose. (We then added a Feat that allowed you to memorize the domain spells in your normal slots, even if they weren't on your class list, and you could metamagic the memorized versions.) Anyway, the bottom line was, a Cleric of a Fire god actually used FIRE. This was by far our most popular change, and we never went back to the old way. But yes, healing was a bit short. So, we made a few other changes: > Druids have no problem casting spells contradictory to their alignments. This is important since we made Harm evil and Heal good (to stop Harm from being abused by armored clerics so much), and then added Harm to the Druid spell list. (With the Druids already having the Neutral alignment restriction, the true neutral Druids were more capable than the others. We wanted to encourage more variety.) > Clerics could cast spells from their domains even if those spells opposed their alignment. For instance, an Evil god gave the "Good" domain to his followers so that they could use [i]protection from evil[/i] and such against OTHER Evil religions. > Paladins dropped their [i]remove disease[/i] and disease immunity. In exchange, they selected one domain of their deity. They gained the domain power (to replace the disease immunity) and could swap their small number of spells for the spells of that domain. Healing domain was pretty popular, but we also added a Purification domain that gave back the disease immunity and had [i]remove disease, neutralize poison[/i], etc. as its spell list. (Likewise, we added a Contamination domain for Blackguards.) > Most gods gained one or two more domains, and Healing was a pretty popular one to add. [/QUOTE]
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D&D d20 Idea for Clerics - Spontaneously Cast Domain Spells Only
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