Saturday, November 10, 2018

Of gods, spheres, and magical chairs: A short examination of Spelljammer and 5th edition D&D Part 2

Note: Check out the apparently ill timed Part 1 of this short series of articles (WotC has a helm in the just released Waterdeep: Dungeon of the Mad Mage).

Divine Spellcasters Outside of Their Home Sphere. 

 

In my Spelljammer 101 post, I have a quick note that clerics are unable to communicate with their deity outside of a crystal sphere. Traditionally, this is mechanically reflected by not allowing clerics (priests, back then) to prepare their spells above 2nd level. So if they used a decently powered spell, they would be unable to recover it until they returned to a sphere where their deity had influence or managed to talk a similar, friendly deity to help them out.

I never got the chance to play in a 2nd edition AD&D Spelljammer game, but I can only assume this would be quite annoying.

There are some work-arounds:
  • Spells that let you communicate with your deity
  • The above mentioned getting help from a deity that is a friend of your deity's
  • Worshiping an entire pantheon and hope at least one of them in that sphere
  • Worshiping a deity that lives in the astral plane (and is therefore accessible in any sphere)
  • Just be part of a non-deity religion, or worship ALL THE DEITIES!

There are two main problems with this mechanic in 5th edition:

  1. It’s no fun to not get all your spells back, which could discourage people from playing clerics in Spelljammer games, especially if there will be a lot of travel between spheres.
  2. Spell slots are based on your combined spellcaster level where multiclassing is concerned.


#1 is why it needs to be changed, #2 is why it won’t work without new, overcomplicated rules.


Is this a necessary part of spelljammer? I would say… Mostly. It’s a good way to mechanically explain why the deities of one setting aren’t the same ones in another setting, but the players end up with most of the burden of the current mechanics. What can we do? We change it, of course. The question is, how?


The first thing to look at is the way that spell slot progression has changed in 5e, which makes it so that either we create an elaborate method of calculating how many spell slots you get, subtracting some based on the cleric levels but not the others…


Or we just ignore spell slots.


Yup, ignore ‘em. You get just as many spell slots.


But classes still know/prepare spells based on the individual class levels, maybe we should focus on that instead. If you are outside of a sphere that your deity has influence in, you are unable to change prepared spells above… say, 3rd level. You can swap out spells of a higher level, but you can only swap in 3rd or lower.

If you go to another sphere with a begrudgingly friendly deity, maybe they would let you change out 4th or 5th level spells, and a very friendly deity might let you swap out 6th or 7th level spells. A deity that you complete a quest for would let you prepare 8th level spells, maybe even 9th, if the quest was of enough importance.

If you gain a level, and you would gain an additional prepared spell, your deity prepared for this eventuality and implanted the knowledge of the spell inside you, to awaken when the time was right.



There! I did it!


…but there is something else:



Spells aren’t the only thing that clerics get from their deity, they also have abilities like Channel Divinity and Divine Intervention. How do we make that fit into this?

Channel Divinity is also a paladin ability, paladins don’t even have to worship a deity, and trying to argue whether “justice” exists in a sphere doesn’t sound very fun, so I’ll probably leave that one alone.

But Divine Intervention. Your deity acting on the world on your behalf wouldn’t be possible in a sphere where they have no influence, let alone in the phlogiston! So maybe this should be it?


Let’s examine it:

  • Most games only go to 10th level, where a cleric gets Divine Intervention. So this wouldn’t affect most players anyways. (I dislike this logic, so I would never stop at this)
  • Deities have no ability to affect things outside of a sphere they have influence in, so this one makes sense for a cleric to not be able to use.
  • If there is a similar deity that is friendly with yours, and they are willing, it might be possible to call upon them, especially if you perform a quest or task for them. If you are likely to spend a lot of time in a given sphere, this would probably be a good idea.

I think I will make a table that describes how the friendliness of a deity affects the Divine Intervention roll…



What do you think? Is my logic sound? Does this seem to fit 5th edition D&D? Is it staying true enough to Spelljammer?

Expect a third part of this series, where I will take feedback into consideration and write out more "official" rules that I will use in my Spelljammer game.

1 comment:

Gyor said...

My solution is to allow relic holy symbols to act like a tiny piece of the Cleric or Paladin's deity or Ritual Casters deity that they take with them (alternately a Divine Soul Sorcerer can fill this function), allow their cleric to gain spells from their deities.

Alternately, Gods make deals between each other in different spheres to power each other's visiting followers magic. I think this occurred between Kalamar and FR for example.