Hello,
I can read in the new edition of Harp Fantasy:
For professions who combine an interest in magic with other
emphases, for example the Harper, Ranger, and Warrior Mage, their spheres will initially contain 15 spells. New spells for each of these professions will be found in College of Magics and other sourcebooks to add to the existing dozen spells known by these professions. For professions whose principal focus is magic, namely the variant specialist mage professions introduced in College of Magics (e.g.,
Elementalist, Necromancer, Thaumaturge, and Vivamancer),
their circles or spheres should initially contain 30 spells.
Up to now, I tend to find this rule quite reasonable, but then, I have a look at the cleric: He only has 20 spells. Which is much closer to a half spell user than to a full spell user. And I think this choice looks strange to me. I think I could agree if he had access to the combat category. But if he does not, am I the only one to believe this is a little bit unbalanced?
For instance, my cleric chose a god inspired from the
Mesopotamian god Sîn, god of the moon, of secrets, of fertility... Which means I have given him as favoured categories subterfuge and influence. I then tried to decide the list of spells available, and it is really, really hard to restrict the list to 20.
I have currently short-listed those 25 spells (I still use the Codex): Calm, Cure disease, Dreams, Guidance, Holy symbol, Lifegiving, Major healing, Restoration, Turn undead, Changing ways, Quiet ways, Sleep, Darkness, Invisibility, Past visions, Mage light, Analysis, Cloud scrying, Deep trance, Nightvision, Shadow armor, Hidden pocket, Potion mastery, stabilize elixir, animal transformations.
When I compare this list to the 40 spells that are allowed to the magician in my group, this does not seem really balanced: The magician has access to more spells, and with more divers effects.
Do you think it would unbalance the game to allow more spells to the cleric (or at least to a non fighting cleric)?