Well, this was going to be a post on this thread, but autarch's forums are 504'ing me again, so it's going here instead. As context, there's been some discussion of cherry-picking spells for custom divine classes, and how it may cause the Divine value, particularly from a +divine race like divine elves, to be too small for what the class is getting. Hence, for the development of my own divine elf classes, I wanted to build a list which captured 'elfy' divine spellcasting and would constrain me from going out and stealing arcane spells.
Thematically, this list captures the following capabilities:
- Elves are good at fixing people. Stabbed with a morgul-iron blade? They have a spell for that.
- Elves know things beyond human kenning. The list has a lot of divination as a result. Also read languages, glyph of warding, ESP, speak with plants and animals, eye of the eagle, and tongues.
- Elves are enchanting in their natural beauty, and as a result can charm, enthrall, and inspire others. However, they prize free will, and as a result lack access to 'direct' enchantments like Command and Hold spells (some academics hold that it is not moral opposition but their essentially fey and fickle nature; a prank is no good if the target lacks the agency to bring about their own downfall)
- Elves are attuned to nature and natural forces, and are at home in the wilderness. They can speak with, summon, enbiggen, and command animals and plants, as well as controlling the winds and creating fog. They're also sneaky in the wilderness. They avoid fire and lightning, however, as these threaten their natural habitats, and they find indiscriminate destruction distasteful and lacking in finesse or grace.
- Elves are the favored firstborn children of celestial powers, and as a result have power over light and can repel creatures of darkness and provide protection to others.
1s (need to prune a few of these to get down to 15):
Cure Light Wounds
Delay Disease
Detect Danger
Detect Evil
Detect Magic
Faerie Fire
Fellowship
Light
Locate Animal or Plant
Pass Without Trace
Predict Weather
Protection from Evil
Purify Food and Water
Read Languages
Remove Fear
Resist Cold
Sanctuary ('Elbereth')
Salving Rest (the canonical 'hang out in Rivendell for a week and you feel much better' spell)
2s:
Augury
Bless
Charm Animal
Chameleon (gotta have some way to make those cloaks and boots...)
Cure Moderate Wounds
Delay Poison
Detect Charm
Divine Grace
Enthrall
Holy Chant
Obscuring Mist
Resist Fire
Silent Step
Speak with Animals
Warp Wood
3s:
Charm Person
Continual Light
Cure Blindness
Cure Disease
Cure Major Wounds
Detect Curse
ESP
Eyes of the Eagle
Glitterdust
Glyph of Warding
Growth of Animals
Locate Object
Prayer
Remove Curse
Sphere of Visibility
4s:
Command Animals
Create Water
Cure Serious Wounds
Death Ward
Dispel Magic
Divination
Fate
Neutralize Poison
Prot Evil Sustained
Speak with Plants
Spirit of Healing
Sticks to Snakes
Summon Animals
Tongues
Vigor
5s:
Atonement
Commune
Control Animals
Control Winds
Cure Critical Wounds
Create Food (sprinkles seeds on the ground and asks them politely to grow)
Fear
Growth of Plants
Quest
Reincarnate
Restore Life and Limb
Scry
Strength of Mind
Summon Weather
True Seeing
I like this, and might use this for the Changeling in my ACKS: The Dark Project setting.
ReplyDeletevery nice thanks :)
ReplyDeleteNice take on the idea, though I think calling my lists 'cherry picking' is a bit harsh (I had my own themes behind the choices I made). I also see you still ended up with arcane spells on the list. It's hard to avoid, really.
ReplyDeleteAs I said on the autarch thread, I'm as guilty as anybody else with my Valkyrie and Assassin-Priest lists. Did try to keep my arcanes within what was available on the Witch and Shaman lists, though - think the only other one was Chameleon, and that was because they needed a way to make cloaks.
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