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<blockquote data-quote="Connorsrpg" data-source="post: 6777516" data-attributes="member: 19265"><p>It is a pity that we are seeing very little expansion to the divine spell lists and options. I think it is a problem built into the system. As clerics, druids and paladins 'know' ALL spells on their list, then I guess people are reluctant to add more to already versatile lists.</p><p></p><p>I know people have their ways of dealing with this; things like characters having to find copies in old lore (which seems odd to me for spells granted directly from deities/divine beings/etc), get permission from GM, substitute int etc.</p><p></p><p>You can go this route, but we have a very simple method in our games (and it is one based upon how we did 3E spell lists). Beginning DMs (or others) may wish to implement this very simple idea.</p><p></p><p>Limit the spells known for each level, but let the player 'build' their spell lists. This might sound restricting with only the PHB, but if you are willing to branch out into spells from other sources it is an easy way to do things.</p><p></p><p>Generally, they get less spells, but customise their lists to the sort of character (or divine host) the player pictured. This way you can eliminate spells that just seem really odd to be casting. Like fire-worshiper casting water spells, or healing deity casting spiritual weapon etc. It also REALLY helps the player manage their spells. Sometimes the amount can be overwhelming (especially for new players).</p><p></p><p>We trialed other numbers but settled on what is below:</p><p></p><p><strong>Full divine casters (clerics & druids)</strong> can have spell lists with the following number of spells: <strong>12 for spell levels 1-3; 8 for spell levels 4-6; 4 for spell levels 7-9.</strong> (Spells gained from other means, such as domains, do not count towards these limits).</p><p></p><p><strong>Half casters (paladins)</strong> can have spell lists with the following number of spells:<strong> 6 for spell levels 1-3; 3 for spell levels 4-5.</strong> (Spells gained from other means, such as oaths, do not count towards these limits).</p><p></p><p>EDIT: Sorry, I forgot to mention - these numbers have NO effect on spells gained from Domains, Circles or Oaths. Any extra spells are on top of the above. This is just for reducing and personalising initial list.</p><p></p><p>EDIT 2: Ah, I forgot this crucial piece of info too. These spells are NOT chosen from any list. A cleric still chooses from the Cleric spells available. As others have stated - unique spells still come through DOmains. It is just to make list manageable whilst allowing other new cleric spells. (It obviously would have worked best if WotC had done this and were more willing to actually release cleric spells <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p><p></p><p>Give it a go. It can be liberating, especially for new/young players that don't have to have a full list of spells (MANY of which are not used often). Also good for experienced players that really like to focus on the domains/aspects of their divine host.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6777516, member: 19265"] It is a pity that we are seeing very little expansion to the divine spell lists and options. I think it is a problem built into the system. As clerics, druids and paladins 'know' ALL spells on their list, then I guess people are reluctant to add more to already versatile lists. I know people have their ways of dealing with this; things like characters having to find copies in old lore (which seems odd to me for spells granted directly from deities/divine beings/etc), get permission from GM, substitute int etc. You can go this route, but we have a very simple method in our games (and it is one based upon how we did 3E spell lists). Beginning DMs (or others) may wish to implement this very simple idea. Limit the spells known for each level, but let the player 'build' their spell lists. This might sound restricting with only the PHB, but if you are willing to branch out into spells from other sources it is an easy way to do things. Generally, they get less spells, but customise their lists to the sort of character (or divine host) the player pictured. This way you can eliminate spells that just seem really odd to be casting. Like fire-worshiper casting water spells, or healing deity casting spiritual weapon etc. It also REALLY helps the player manage their spells. Sometimes the amount can be overwhelming (especially for new players). We trialed other numbers but settled on what is below: [B]Full divine casters (clerics & druids)[/B] can have spell lists with the following number of spells: [B]12 for spell levels 1-3; 8 for spell levels 4-6; 4 for spell levels 7-9.[/B] (Spells gained from other means, such as domains, do not count towards these limits). [B]Half casters (paladins)[/B] can have spell lists with the following number of spells:[B] 6 for spell levels 1-3; 3 for spell levels 4-5.[/B] (Spells gained from other means, such as oaths, do not count towards these limits). EDIT: Sorry, I forgot to mention - these numbers have NO effect on spells gained from Domains, Circles or Oaths. Any extra spells are on top of the above. This is just for reducing and personalising initial list. EDIT 2: Ah, I forgot this crucial piece of info too. These spells are NOT chosen from any list. A cleric still chooses from the Cleric spells available. As others have stated - unique spells still come through DOmains. It is just to make list manageable whilst allowing other new cleric spells. (It obviously would have worked best if WotC had done this and were more willing to actually release cleric spells ;)). Give it a go. It can be liberating, especially for new/young players that don't have to have a full list of spells (MANY of which are not used often). Also good for experienced players that really like to focus on the domains/aspects of their divine host. [/QUOTE]
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