My recommended change to spell progression for clerics is:
Level: spells
1 - 2 - 3 - 4 - 5 - 6
01: - - - - - -
02: 1 - - - - -
03: 1 1 - - - -
04: 2 1 - - - -
05: 2 1 1 - - -
06: 3 1 1 - - -
07: 3 2 1 - - -
08: 4 2 1 - - -
09: 4 2 1 1 - -
10: 5 2 1 1 - -
11: 5 3 1 1 - -
12: 6 3 1 1 - -
13: 6 3 2 1 - -
14: 7 3 2 1 - -
15: 7 4 2 1 - -
16: 8 4 2 1 - -
17: 8 4 2 1 1 -
18: 9 4 2 1 1 -
19: 9 5 2 1 1 -
20: 10 5 2 1 1 -
21: 10 5 3 1 1 -
22: 11 5 3 1 1 -
23: 11 6 3 1 1 -
24: 12 6 3 1 1 -
25: 12 6 3 2 1 -
26: 13 6 3 2 1 -
27: 13 7 3 2 1 -
28: 14 7 3 2 1 -
29: 14 7 4 2 1 -
30: 15 7 4 2 1 -
31: 15 8 4 2 1 -
32: 16 8 4 2 1 -
33: 16 8 4 2 1 1
34: 17 8 4 2 1 1
35: 17 9 4 2 1 1
36: 18 9 4 2 1 1
Raise Dead
Raise Dead takes considerable flack from DMs who hate it that death is easily escaped...but Raise Dead is a part of the game. Fundamental to it.
Using the above spell progression table pushes the 5th level raise dead back to 17th level.
7th Level Spells
This spell progression also pushes the availability of seventh level spells off the table. Now you can have sacred sites, temples, shrines, churches where the pcs must go to beg their gods or meditate for the use of ultimate level spells or track down an artefact with that power. Lets call the chance of getting a result: 1% per level of cleric meditating (meaning a group of clerics are better than one).
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