Clerics and Druids with the "sorcerer" spell system


Homebrew and House Rules

Dark Archive

I would like to change the way that clerics and druids work so that they use the "sorcerer" spell system rather than the "wizard" one.

I am aiming in my campaign, in general, to limit magic in such a way that characters "commit" to whatever spells they want to cast, thus making some spells rare (because they are unpopular).

I would suggest that clerics keep their domain based spells simply as a domain specific slot each with a choice of 2 spells (a bit more powerful than current, but I don't think unbalancing).

Any reason why this shouldn't work?

Richard


In my experience with favoured souls and oracles, it should work reasonably well, although it's a little dull at low levels to be stuck casting Cure Light Wounds and Bless over and over again (for instance).

How many spells known were you thinking of giving them?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
richard develyn wrote:

I would like to change the way that clerics and druids work so that they use the "sorcerer" spell system rather than the "wizard" one.

I am aiming in my campaign, in general, to limit magic in such a way that characters "commit" to whatever spells they want to cast, thus making some spells rare (because they are unpopular).

I would suggest that clerics keep their domain based spells simply as a domain specific slot each with a choice of 2 spells (a bit more powerful than current, but I don't think unbalancing).

Any reason why this shouldn't work?

Richard

Have them play oracles as the only divine caster option.


I think you may want to consider completely replacing clerics with oracles. The divine lists (both cleric and druid) dont have the 'impact' spells that appear on the sorceror list that people will want to cast over and over. Particularly at low levels, it will get pretty dull for a cleric or druid in terms of spell casting. The druid at least could still have the animal companion to keep things interesting, and eventually wild shape. But I think the flexibility of the list and availability of all the spells to prepare is what makes the divine lists fun.


I recommend you consider making *all* domain spells "known" and give a limited number of additional spells known per level. You might also consider making 'opposed domain' spells prohibited. This would reinforce a caster/deity domain 'theme'.

Dark Archive

I had been thinking about something along a similar vein. What do you think about allowing an Oracle to cast from the Druid list instead of the Cleric one?


CrackedOzy wrote:
I had been thinking about something along a similar vein. What do you think about allowing an Oracle to cast from the Druid list instead of the Cleric one?

I dont see any real issues with it.


I've actually thought that the elemental and nature based oracles made more sense to work off the druid list and spont cast nature's ally since the original playtest. I just never could wrap my head around a fire spirit being overly concerned about positive or negative energy usage. As far as your original question, I would just go with the oracle and use the cleric or druid spell list, and coresponding spell automatically learned, based on the type of oracle they choose. This has the added bonus that, because of the oracle's curse, that the "spells are unpopular" flavor is enhanced.

Dark Archive

Kalyth wrote:
I dont see any real issues with it.

Cool beans.


I agree with the previous posters- remove clerics from the game and replace them with oracles. Perhaps allow access to the druid list on the nature style oracles (wind, flames, stone, waves, nature, perhaps even heavens). On druid casting, swap cure X wounds for summon nature's ally.

For druids, I'd recommend taking away druid casting and giving them the sorcerer progression with Summon Nature's Ally known for free at every level. Then give them the option to trade out their animal companion for the bonus spells of any of the nature style oracles listed above.

Liberty's Edge

Unearthed Arcana (3.5), which is available online for free, has a spontaneous spellcasting variant for the cleric and druid. It does indeed treat the domain spells as additional known spells, as well as the cure and nature's ally spells (for cleric and druid, respectively).

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