Magic: Divine Domains, Part 1
As I'm preparing for a fantasy game, I have been thinking about differences between arcane and divine spellcasters. To differentiate them, I decided that the arcane spellcasters will use the standard college-based system, while the divine spellcasters use ritual magic with colleges replaced with domains. Clerics get access to domains depending on their patron deities. Some of the spells within the domains have been moved to make them harder or easier to cast (for example, I wanted to make deadly spells from GURPS Magic - Death Spells more difficult to cast).
Here are the domains of Air, Animal, Artifice, Chaos, Charm, Community, Darkness, Death, Destruction, Earth, Enchantment, Evil, Fire, Fungus, Glory, Good, Healing, Knowledge, Law, Liberation, Luck, Madness, and Magic.