Homebrew Deities - Cleric Spells


Homebrew and House Rules


Hey all,

The release of pathfinder 2 has meant that I can solidify the setting I have been working on into actual mechanical details for my home group to eventually play with.

At the moment, I am working on setting down the various mechanical details of the core deities for this setting, and would like to seek some guidance on something.

Most elements are easy to figure out how they balance - a deity provides one skill, one favoured weapon, four domains, etc.

But I am not sure how cleric spells are allocated - there seems to be no consistency between deities about what level of spells they offer or how many spells they offer.

Does anyone know of any helpful guidelines? Or have seen any patterns in how spells are allocated by various deities?

Anyone have any advice on how to choose cleric spells for deities, aside from just giving them what seems appropriate to their theme?

edit: looking again, there does seem to be a pattern of 3 per deity (except Nethys, who has 9!) but spell levels don't seem consistent


1 person marked this as a favorite.

The pattern as far as I can tell is:
-3 spells per deity*
-Always starts with a 1st level spell
-Highest spell level seems to be 7th*
-Common spreads seem to be 1st/2nd/4th or 1st/3rd/5th

Otherwise, I think they're mostly just thematic spells for the deity which aren't already on the divine spell list.**

*Nethys is the one exception to most of these, but he is also specifically a god of magic - so I guess it makes sense that he's all about granting more magic and gives each spell level up to 9th.

**I'd need to double-check lists to be sure, but I think I remember devs mentioning something about not making "useless" spells already on the Cleric's divine list. Which is great for Clerics, but I kinda want to see future archetype(s) that would allow other classes/casters to gain limited deity benefits as a way to make deities more mechanically relevant in the setting. So any archetype that would grant a deity's spells to a non-divine caster might end up a bit lopsided as a result of deliberately excluding divine spells.

---
Also: As a fellow homebrewer I want to note that Jan 2020 should be the release of the Gods & Magic book with additional domains and deity rules. So you might want to keep that in mind while starting mechanical work on your deities.


Charon Onozuka wrote:

The pattern as far as I can tell is:

-3 spells per deity*
-Always starts with a 1st level spell
-Highest spell level seems to be 7th*
-Common spreads seem to be 1st/2nd/4th or 1st/3rd/5th

Otherwise, I think they're mostly just thematic spells for the deity which aren't already on the divine spell list.**

*Nethys is the one exception to most of these, but he is also specifically a god of magic - so I guess it makes sense that he's all about granting more magic and gives each spell level up to 9th.

**I'd need to double-check lists to be sure, but I think I remember devs mentioning something about not making "useless" spells already on the Cleric's divine list. Which is great for Clerics, but I kinda want to see future archetype(s) that would allow other classes/casters to gain limited deity benefits as a way to make deities more mechanically relevant in the setting. So any archetype that would grant a deity's spells to a non-divine caster might end up a bit lopsided as a result of deliberately excluding divine spells.

---
Also: As a fellow homebrewer I want to note that Jan 2020 should be the release of the Gods & Magic book with additional domains and deity rules. So you might want to keep that in mind while starting mechanical work on your deities.

Yeah, I figured that cleric spells would be useless as the class feature just adds spells to the list

And that book somehow escaped my notice! Thank you for pointing it out

Community / Forums / Pathfinder / Pathfinder Second Edition / Homebrew and House Rules / Homebrew Deities - Cleric Spells All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules