Domains as Spheres

I tried to do it in the early days of 3e and gave it up as too much effort to get working in a halfway balanced fashion. Hopefully you'll have better luck
 

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How about this for a start.

Revised Air Domain:
Level 0-Resistance*
Level 1-Obscuring Mist:
Level 2-Wind Wall, Gust of Wind, Resist Energy:
Level 3-Gaseous Form, Wind Wall:
Level 4-Air Walk
Level 5-Control Winds, Call Lightning Storm:
Level 6-Chain Lightning:
Level 7-Control Weather, Wind Walk:
Level 8-Whirlwind:
Level 9-Elemental Swarm*, Storm of Vengeance, Implosion, Miracle*
*Sonic or electrical damage only.
**Cast as an air spell only.

Revised Good Domain:
Level 0-Virtue, Purify Food and Drink, Summon Monster I*
Level 1-Protection from Evil, Bless Water, Summon Monster II*
Level 2-Aid, Align Weapon, Consecrate, Summon Monster III*
Level 3-Magic Circle against Evil, Helping Hand, Summon Monster III*
Level 4-Holy Smite, Lesser Planar Ally*, Summon Monster IV*
Level 5-Dispel Evil, Summon Monster V*
Level 6-Blade Barrier, Planar Ally, Summon Monster VI*
Level 7-Holy Word, Summon Monster VII*
Level 8-Holy Aura, Summon Monster VIII*
Level 9-Summon Monster IX*, Miracle*
*Cast as a good spell only.

Revised Healing Domain:
Level 0-Cure Minor Wounds
Level 1-Cure Light Wounds
Level 2-Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis
Level 3-Cure Serious Wounds
Level 4-Cure Critical Wounds, Neutralize Poison, Restoration
Level 5-Healing Circle, Raise Dead, Cure Light Wounds, Mass,
Level 6-Heal, Cure Moderate Wounds, Mass:
Level 7-Greater Restoration, Regenerate, Resurrection, Cure Serious Wounds, Mass:
Level 8-Cure Critical Wounds, Mass:
Level 9-True Resurrection, Mass Heal

Revised Water Domain:
Level 0-Create Water, Resistance*
Level 1-Obscuring Mist:
Level 2-Fog Cloud:
Level 3-Water Breathing, Quench, Sleet Storm
Level 4-Control Water, Ice Storm:
Level 5-Ice Storm:
Level 6-Cone of Cold:
Level 7-Acid Fog:
Level 8-Horrid Wilting:
Level 9-Elemental Swarm**, Storm of Vengeance, Miracle**
*Acid, drowning, or cold only.
**Cast as a water spell only.


P.S. Serge, what are Asmodeus's domains. I'm trying to design an ogre dark druid of Asmodeus.
 
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These are the other Domains I'd like to list
Revised Law Domain:
Level 0-Detect Law and Detect Chaos
Level 1-Protection from Chaos, Summon Monster I*
Level 2-Calm Emotions, Align Weapon, Summon Monster II*
Level 3-Magic Circle against Chaos, Summon Monster III*
Level 4-Order's Wrath, Summon Monster IV*
Level 5-Dispel Chaos, Summon Monster V*
Level 6-Hold Monster, Summon Monster VI*
Level 7-Dictum, Summon Monster VII*
Level 8-Shield of Law, Summon Monster VIII*
Level 9-Summon Monster IX*
*Cast as a law spell only.

Revised Chaos Domain:
Level 0-Detect Law and Detect Chaos
Level 1-Protection from Law, Summon Monster I*
Level 2-Shatter, Sound Burst ,Align Weapon, Summon Monster II*
Level 3-Magic Circle against Law, Summon Monster III*
Level 4-Chaos Hammer, Summon Monster IV*
Level 5-Dispel Law, Summon Monster V*
Level 6-Animate Objects, Summon Monster VI*
Level 7-Word of Chaos, Summon Monster VII*
Level 8-Cloak of Chaos, Summon Monster VIII*
Level 9-Summon Monster IX*
*Cast as a chaos spell only.

Revised War Domain:
Level 0-Guidance, Badger’s Strength
Level 1-Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith
Level 2-Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status
Level 3-Magic Vestment, Prayer
Level 4-Divine Power, Magic Weapon, Greater
Level 5-Flame Strike, Righteous Might:
Level 6-Blade Barrier, Bear's Endurance, Mass, Bull’s Strength, Heroes' Feast:
Level 7-Power Word Blind:
Level 8-Power Word Stun:
Level 9-Power Word Kill:

Revised Protection Domain:
Level 0-Resistance
Level 1-Sanctuary
Level 2-Shield Other
Level 3-Protection from Energy; Glyph of Warding
Level 4-Spell Immunity
Level 5-Spell Resistance; Wall of Stone
Level 6-Antimagic Field; Blade Barrier
Level 7-Repulsion
Level 8-Mind Blank; Spell Immunity, Greater
Level 9-Prismatic Sphere, Miracle X
 

Wow, I am working on this exact same idea :) I haven't slotted my spells yet, but I have associated a deity (using Greyhawk) to each sphere. A couple of things I've added...

I plan on using mana, allowing clerics to cast whatever they can afford (mages use mana as well).

A lot of the higher level spells become rites more or less. I'm also trying to find a way to have worshipers increase the mana pool for a caster.

Low level spells are mostly shared by all priesthoods. It's the higher level spells that are specific to a cleric's deity, and thus sphere. So while most any cleric can cure light wounds, only a specific priesthood could ressurect.

In case you can't tell, I've just decided to get back into this and am looking for a new set of custom rules to roleplay with. It's getting to be a larger task than I expected, but thanks Bear King for giving me a reference point on this topic. It fits right in with the Grim n Gritty variant I'll be using. I'd be interested in hearing any other things you've consided, as it looks like you're going for the same roleplaying feel I'm interested in.
 

This is a revised list of revised domains.

Revised Law Domain:
Class Skills: Knowledge Bureaucracy

Granted Powers:
Maximum Level 1 Lawful Aura
Maximum Level 3 Turn Chaotic Outsiders as a standard paladin turns undead, Smite Chaos
Maximum Level 5 Command
Maximum Level 7 Turn Chaotic Outsiders as a standard cleric turns undead

Level 0-Detect Law and Detect Chaos
Level 1-Protection from Chaos, Summon Monster I*
Level 2-Calm Emotions, Align Weapon, Summon Monster II*
Level 3-Magic Circle against Chaos, Summon Monster III*
Level 4-Order's Wrath, Summon Monster IV*
Level 5-Dispel Chaos, Summon Monster V*
Level 6-Hold Monster, Summon Monster VI*
Level 7-Dictum, Summon Monster VII*
Level 8-Shield of Law, Summon Monster VIII*
Level 9-Summon Monster IX*
*Cast as a law spell only.

Revised Evil Domain:
Class Skills: Intimidate.

Granted Powers:
Maximum Level 1 Evil Aura
Maximum Level 3 Turn Good Outsiders as a standard paladin turns undead, Smite Good
Maximum Level 5 Aura of Fear
Maximum Level 7 Turn Good Outsiders as a standard cleric turns undead

Level 0-Putify Food and Drink
Level 1-Protection from Good, Summon Monster I
Level 2-Desecrate, Align Weapon, Death Knell, Summon Monster II
Level 3-Magic Circle against Good, Summon Monster III, Bestow Curse
Level 4-Unholy Blight, Summon Monster IV
Level 5-Dispel Good, Nightmare, Summon Monster V, Unhallow, Symbol of Pain, Magic Jar
Level 6-Eyebite, Summon Monster VI
Level 7-Blasphemy, Summon Monster VII
Level 8-Unholy Aura, Summon Monster VIII, Symbol of Insanity
Level 9-Summon Monster IX*:, Miracle*, Summon Monster IX, Soul Bind
*Cast as an evil spell only.

Revised War Domain:
Class Skills: Ride, Knowledge Tactics, Knowledge Logistics

Granted Powers:
Maximum Level 3: Hit Die step rises by 1 (clerics start with a Hit Die of 1d6)
Maximum Level 4: May use Martial Weapons
Maximum Level 6: May wear heavy armor (including plate)

Level 0-Guidance, Badger’s Strength
Level 1-Magic Weapon, Bane, Divine Favor, Doom, Shield of Faith
Level 2-Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status
Level 3-Magic Vestment, Prayer, Heroism
Level 4-Divine Power, Greater Magic Weapon
Level 5-Flame Strike, Righteous Might:
Level 6-Blade Barrier, Heroes' Feast, [insert name]'s Transformation, Greater Heroism
Level 7-Power Word Blind, Weapon of the Deity
Level 8-Power Word Stun
Level 9-Power Word Kill

Revised Strength Domain:

Class Skills: Jump, Climb, Swim

Granted Powers:
Maximum Level 6: Rage or Flurry of Blows

Level 0-Badger’s Strength, Mage Hand
Level 1-Enlarge Person, Jump
Level 2-Bull's Strength, Levitate
Level 3-Magic Vestment
Level 4-Spell Immunity, Divine Power, Mass Enlarge Person
Level 5-Righteous Might, Telekinesis
Level 6-Stoneskin, Mass Bull's Strength, Wall of Iron, Forceful Hand
Level 7-Grasping Hand,
Level 8-Clenched Fist, Iron Body
Level 9-Crushing Hand


Command

As sugestion cast by a cleric of the same level.*

Aura of Fear

As the spell fear.

*If you have the Evil domain, you may use this power to force your victims to commit Evil acts or commit suicide.
 
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