the cleric part two
So, reimagining the cleric for my game is leading me down several different paths and along some unexpected tangents. In short, I have begun to reframe magic such that dilineations between spell casting characters can be made through the nature of the spells they cast.
My first premise is that there are two types of magic in the multi-verse; arcane and divine. The differences between the two are somewhat nebulous in the details though as a superstructure I am thinking the arcane manipulates the multiverse whereas the divine, for lack of better words, creates or reshapes the multiverse. Further, the arcane has little direct effect on sentient beings whereas the divine can have direct effect.
I'll try and give an example. Let us imagine a thick wooden door. The arcane spell caster could cast something like 'sunder' and shatter the door. The divine caster has few options. The door is not sentient and the wood is long dead. I am imagining a spell like 'Force of the Gods' by which the divine caster could cause the door to give way. That would be dependent on checks though (I am currently imaginging quite a few checks). Then again, it may be the case that the door should simply not open forthe cleric.
Another example is fireball. I am imagining Code the arcane caster as needing fire (say a torch) in order to cast the fireball from. On the other hand, the cleric could actually create fire though not create a fireball. Anyway, just some thoughts I am throwing around now.
Not sure, still working these through and should be focusing on the cleric alone.
So, the cleric, as I am considering it, should have domains. By domains, I mean spiritual arenas that reflect a patron deity or pantheon. Or better yet, the cleric would choose a domain to focus on - or not.
The domains I am thinking of fall within the framework of religions. For example, the domain of life, the domain of death, the domain conflict, the domain of honor, etc. The domain selected would influence both the manner and effect and even outcome of spells.
So, lets say one cleric chooses the domain of life and another the domain of death. Then, lets thow out a heal spell. Both could cast it, but the cleric with the domain of life would have better heals that the cleric with the domain of death. The reverse, of course, cause wounds or whatever, is better suited to the cleric with the domain of life. A cleric with no domain gets an average result.
Sop that is the direction I am going now.
Here are some spell ideas I am kicking around as well.
Soul Search: allows the caster to follow the trace of someon's soul
Will of the Gods: Allows the caster to influence people to undertake an action the cleric is involved in
Force of the gods: allows the caster to cause something to happen like a door opening a bell ringing or something like that
Spiritual Presence: detects holy place
know religion: allows the caster to know the spiritual affiliation of the targeor area - this should be, i am thinking, an innate ability.
alter fate: changes a failed check to a successful check on the target
healing: varies with domain and level but goes all the way to ressurection
Voice of the gods : causes wisdom damage
holy armor: the cleric calls forth an armor that magically encases their body
blessing spells: various effects by level