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Why do clerics prepare spells?
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<blockquote data-quote="billd91" data-source="post: 2179459" data-attributes="member: 3400"><p>I think this is one of the main reasons that clerics now have spontaneous healing spells, the single-most commonly cast spell for an adventuring cleric in most games. </p><p>I can see what you're getting at. It would seem more appropriate to cast anything spontaneously, but a really broad cleric spell list would make that character awfully powerful indeed. I think you would need to significantly reduce the number of spells available (something like the sorcerer) or include special provisions for certain classes of spells. Perhaps all spells cast to benefit NPCs rather than members of the adventuring party (except by indirect benefit like by advancing the story) could be cast spontaneously. That would be a pretty weird rule, but one that gives the cleric some flavor.</p><p>Alternatively, we'd be looking more closely at the 2nd edition idea of spheres in which certain groups of spells (broader than current domains) are the only ones available or are the only ones that could be spontaneously cast by clerics of certain deities. For example, asking Thor to be able to walk across water might be harder (and require prep) than asking Thor for a weather-based spell (available sponteously). </p><p>Either way, I can see lots of redesign ahead to try to balance the character.</p></blockquote><p></p>
[QUOTE="billd91, post: 2179459, member: 3400"] I think this is one of the main reasons that clerics now have spontaneous healing spells, the single-most commonly cast spell for an adventuring cleric in most games. I can see what you're getting at. It would seem more appropriate to cast anything spontaneously, but a really broad cleric spell list would make that character awfully powerful indeed. I think you would need to significantly reduce the number of spells available (something like the sorcerer) or include special provisions for certain classes of spells. Perhaps all spells cast to benefit NPCs rather than members of the adventuring party (except by indirect benefit like by advancing the story) could be cast spontaneously. That would be a pretty weird rule, but one that gives the cleric some flavor. Alternatively, we'd be looking more closely at the 2nd edition idea of spheres in which certain groups of spells (broader than current domains) are the only ones available or are the only ones that could be spontaneously cast by clerics of certain deities. For example, asking Thor to be able to walk across water might be harder (and require prep) than asking Thor for a weather-based spell (available sponteously). Either way, I can see lots of redesign ahead to try to balance the character. [/QUOTE]
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Why do clerics prepare spells?
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