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       #Post#: 1337--------------------------------------------------
       Spheres of Access
   DIR By: Dungeon Master
       Date: March 22, 2026, 2:48 am
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       [center]Spheres of Access[/center]
       [center]General Overview [/center]
       Cleric Sphere Access: As part of the reorganization of the
       spheres of access, Most clerics lose access to the sphere of sun
       and the elemental spheres of air and fire. Clerics retain minor
       access to the elemental spheres of water and earth. The cleric
       only loses a dozen or so spells he formerly had access to, and
       most of these were spells that had previously belonged to the
       druid in the original AD&D.
       All: Spells of this sphere represent the basic class abilities
       that should be available to all priest characters, regardless of
       specialization. Spells that deal with direct manifestations of a
       deity's power, such as bless, chant, and gate, are included, as
       well as a few spells that are so general that all priests may
       make use of them, such as detect magic, remove curse, and
       atonement. The sphere of all has been greatly expanded in
       Player's Option: Spells & Magic to balance the spell powers
       available to different kinds of specialty priests.
       Animal: Spells that influence or alter creatures are found in
       the sphere of animal. Most animal spells do not affect people.
       Powers of nature or husbandry often grant spells of this sphere.
       Astral: The astral sphere deals with communication and movement
       between the various planes of existence. Priesthoods of
       philosophy or travel sometimes have access to this sphere.
       Chaos: Priests with access to this sphere command spell powers
       that increase randomness and confusion to the world around them.
       Deities of mischief and ill luck often grant spells of chaos.
       Charm: Charm spells usually affect the attitudes and actions of
       people. Powers of love, trickery, or art often grant access to
       this sphere. The sphere is also useful when dealing with hostile
       enemies or unbelievers, and many expansive faiths deal with this
       sphere as well.
       Combat: Naturally, combat spells are used to attack or injure
       the enemies of the faith. Since most priests have an interest in
       self-defense, a great number of faiths have access to the sphere
       of combat.
       Creation: Creation spells allow the priest to produce food,
       water, light, or other things from nothing. Create water and
       continual light are good examples. Prime creator powers often
       grant access to this sphere.
       Divination: This useful sphere allows the priest to discern the
       safest course of action, detect hidden things, or discover
       hidden knowledge. It is the province of deities of learning and
       wisdom.
       Elemental*: The four basic elements of creation—air, earth,
       fire, and water—are dealt with in this sphere. Powers of nature
       or powers with elemental interests typically grant access to at
       least part of this sphere. Very few priests have access to all
       four elements.
       Guardian: Priesthoods charged with the protection of holy places
       often have access to this sphere. Spells that help a guardian to
       perform his task are included, as well as spells that create or
       enforce magical barriers over a person or area.
       Healing: This sphere deals with all forms of healing spells,
       except those that restore life or manipulate the subject's life
       force.
       Law: The sphere of law is the antithesis of the sphere of chaos.
       Law spells concentrate on the principle of obedience and the
       strength of the group over the strength of the individual.
       Deities of rulership and community are likely to influence this
       sphere.
       Necromantic: Spells of the necromantic sphere deal with the
       forces of life and death, including raise dead and resurrect.
       These spells are also quite useful in dealing with undead
       monsters.
       Numbers: Priests with access to this sphere believe that numbers
       and mathematical relationships can provide insight into the
       nature of the universe. Powers of knowledge and arcane lore
       occasionally grant access to this unusual sphere of spells.
       Plant: This sphere deals with plants and vegetation of all
       kinds, from agricultural to wilderness settings. Priests of
       nature or agriculture are often granted access to this sphere.
       Protection: While this sphere is related to the guardian sphere,
       protection spells generally enable the priest to protect people,
       not places. Many of these spells are very useful in combat, and
       militant priests often have access to this sphere.
       Summoning: Summoning spells call creatures to serve the priest.
       Even extradimensional creatures can be summoned at higher
       levels. This sphere has been revised to include a modest
       selection of spells suitable for dismissing summoned creatures.
       Sun: Solar spells deal with light of different qualities in a
       variety of ways. Spells such as starshine and Sol's searing orb
       are included in the sphere of sun.
       Thought: The sphere of thought is composed of spells that deal
       with the interaction of the thinker, the thought, and the
       subject of the thought. In effect, priests who have access to
       this sphere believe that thought itself has a certain reality
       that can affect the physical reality of the world around the
       mind. Powers concerned with the mind or knowledge are found
       within this sphere.
       Travelers: Spells of this sphere provide aid and comfort to
       travelers and pilgrims. Deities of wayfarers, both peaceful and
       militant, may make these spells available to their followers.
       War: Unlike the sphere of combat, the sphere of war deals
       specifically with magic useful on the battlefield in clashes
       between armies. War spells can affect hundreds of soldiers at a
       time.
       Wards: The sphere of wards includes spells that provide
       protection for clearly defined areas, ranging from single
       objects to whole communities. It is related to the sphere of
       guardian, but the sphere of wards only creates barriers or
       obstacles to deter intrusion; ward spells do not necessarily
       enhance the priest's ability to defend the area. In addition,
       many ward spells are cooperative in nature and provide
       protection for bodies of believers instead of holy sites.
       Weather: This sphere is concerned with the forces of weather,
       including wind, fog, lightning, and weather control. Powers of
       nature and tempests often influence this sphere.
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