Made a few changes to the cleric and divine magic system.
- Collapsed the 18 spheres of divine magic into five spheres. The five spheres are: Elemental, Life/Nature, Necromancy, Time/Space/Movement, and Telepathic/Psychic.
- Revised the divine spells to sort them into these five spheres instead of the 18 from before.
Reason for change: we are starting with just the old AD&D 1e spells and there are not very many of them. Thus, sorting them into 18 different spheres is likely to leave some divine casters with very few choices available at some spell levels--possibly even no spells at all.
I tried to mitigate this by assigning spells to more than one sphere, but this made it very difficult to track how many spells and of what kind had been sorted into which spheres, layered on top of the complexity associated with several different types of clerics only have access to certain spheres (and minor and major access at that). So to simplify, all spells are now divided among just five spheres; most clerics will have major access to two spheres and minor access to a third, though a couple types of clerics with enhanced fighting ability may have access to just two spheres.
If cleric characters are not getting a reasonable choice of spells, then I will likely address this simply by adding more spells. But this seems like a problem for down the road given that first-level clerics are not going to have access to very many spells anyway!
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