Hypersmurf said:The way I'd prefer to do Divine magic is, unfortunately, a lot of work for the DM, and not very predictable for the player.
The Cleric calls down the power of his god... and gets whatever effect the god deems appropriate, using the relevant spell slot.
Sometimes, the spell is the obvious choice. Horde of bugbears? Flame Strike, for example. Sometimes it isn't. "Well, we've tried everything else to open this door," the cleric says. "Maybe Olidammara can help..." But when he calls on the deity for assistance, instead of a spell to open the door, he receives a Find The Path, leading the long way around to reach the other side of the door, and burning a 6th level slot in the process. (Olidammara prefers subtlety to blasting everything in sight, after all.)
When another cleric attempts to cast a spell on the blinded and wounded captain of the guard, he receives a Cure Serious Wounds, but not a Remove Blindness... and then the cleric is left to try and figure out why his goddess doesn't feel this man's eyesight should be restored...
-Hyp.
Hypersmurf said:The Cleric calls down the power of his god... and gets whatever effect the god deems appropriate, using the relevant spell slot..
Amal Shukup said:I don't - generally - want to take the player's thunder by solving things for them. However, I think this would be an EXCELLENT option for the Miracle Spell (and maybe a Lesser Miracle Spell equiv to Limited Wish) In each case, the Deity would deliver the Spell Effect (within the limits of the spell granted) that best serves the player (and/or the interests of the God). Basically, a 'Hail Mary' Pass...
I like that a lot. I wish I'd read this a couple of months ago, before I started my new campaign.Hypersmurf said:The way I'd prefer to do Divine magic is, unfortunately, a lot of work for the DM, and not very predictable for the player.
The Cleric calls down the power of his god... and gets whatever effect the god deems appropriate, using the relevant spell slot.
[...]
When another cleric attempts to cast a spell on the blinded and wounded captain of the guard, he receives a Cure Serious Wounds, but not a Remove Blindness... and then the cleric is left to try and figure out why his goddess doesn't feel this man's eyesight should be restored...
When Moses faced the Pharoah's magicians, he used the equivalent of the old Sticks to Snakes spell. He didn't pray to Yahweh that morning to grant him that ability on the off chance that it came up. He just listened to the voice of God and cast the spell.
Part of my problem is that I have a hard time ignoring the necessary metagame thinking that comes along with choosing your spells.
Its not "pray and fast until Zeus sends rain." It is in fact, ask Zeus in the morning to give you X number of spells from a laundry list of effects available to all clerics of all faiths. Later on, using your own power, you can go ahead and make it rain.
The approach could also encourage interesting roleplaying opportunities. You could call upon your deity to "heal this worthy warrior" or "aid our party against evil" to provide a cure serious wounds and a Mass Bull's Strength respectively. Sometimes of course, the deity may choose not to heed the "direction" of the servant and do something else entirely or even nothing at all!
Hypersmurf said:The way I'd prefer to do Divine magic is, unfortunately, a lot of work for the DM, and not very predictable for the player.
The Cleric calls down the power of his god... and gets whatever effect the god deems appropriate, using the relevant spell slot.
Sometimes, the spell is the obvious choice. Horde of bugbears? Flame Strike, for example. Sometimes it isn't. "Well, we've tried everything else to open this door," the cleric says. "Maybe Olidammara can help..." But when he calls on the deity for assistance, instead of a spell to open the door, he receives a Find The Path, leading the long way around to reach the other side of the door, and burning a 6th level slot in the process. (Olidammara prefers subtlety to blasting everything in sight, after all.)
When another cleric attempts to cast a spell on the blinded and wounded captain of the guard, he receives a Cure Serious Wounds, but not a Remove Blindness... and then the cleric is left to try and figure out why his goddess doesn't feel this man's eyesight should be restored...
-Hyp.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.