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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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