Spells Allowed

A priest of a particular mythos is allowed to cast the spells from only a few, related spheres. The priest's deity will have major and minor accesses to certain spheres, and this determines the spells available to the priest. (Each deity's access to spheres is determined by the DM as he creates the pantheon of his world.) The 16 spheres of influence are defined in the following paragraphs.

A priest whose deity grants major access to a sphere can choose from any spell within that sphere (provided he is high enough in level to cast it), while one allowed only minor access to the sphere is limited to spells of 3rd level or below in that sphere. The combination of major and minor accesses to spheres results in a wide variation in the spells available to priests who worship different deities.

All refers to spells usable by any priest, regardless of mythos. There are no Powers (deities) of the Sphere of All. This group includes spells the priest needs to perform basic functions.

Animal spells are those that affect or alter creatures. It does not include spells that affect people. Deities of nature and husbandry typically operate in this sphere.

Astral is a small sphere of spells that enable movement or communication between the different planes of existence. The masters of a plane or particularly meddlesome powers often grant spells from this sphere.

Charm spells are those that affect the attitudes and actions of people. Deities of love, beauty, trickery, and art often allow access to this sphere.

Combat spells are those that can be used to directly attack or harm the enemies of the priest or his mythos. These are often granted by deities of war or death.

Creation spells enable the priest to produce something from nothing, often to benefit his followers. This sphere can fill many different roles, from a provider to a trickster.

Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information. Deities of wisdom and knowledge typically have access to this sphere.

Elemental spells are all those that affect the four basic elements of creation--earth, air, fire, and water. Nature deities, elemental deities, those representing or protecting various crafts, and the deities of sailors would all draw spells from this sphere.

Guardian spells place magical sentries over an item or person. These spells are more active than protection spells because they create an actual guardian creature of some type. Protective, healing, and trickster deities may all grant spells of this sphere.

Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury, but such use is restricted to evil priests. Protective and merciful deities are most likely to grant these spells, while nature deities may have lesser access to them.

Necromantic spells restore to a creature some element of its life-force that has been totally destroyed. It might be life, a limb, or an experience level. These spells in reverse are powerfully destructive, and are used only by extremely evil priests. Deities of life or death are most likely to act in this sphere.

Plant spells affect plants, ranging from simple agriculture (improving crops and the like) to communicating with plant-like creatures. Agricultural and nature Powers grant spells in this sphere.

Protection spells create mystical shields to defend the priest or his charges from evil attacks. War and protective deities are most likely to use these, although one devoted to mercy and kindness might also bestow these spells.

Summoning spells serve to call creatures from other places, or even other dimensions, to the service of the priest. Such service is often against the will of the creature, so casting these spells often involves great risk. Since creatures summoned often cause great harm and destruction, these spells are sometimes bestowed by war or death powers.

Sun spells are those dealing in the basic powers of the solar universe--the purity of light and its counterpart darkness. Sun spells are very common with nature, agricultural, or life-giving powers.

Weather spells enable the priest to manipulate the forces of weather. Such manipulation can be as simple as providing rain to parched fields, or as complex as unbridling the power of a raging tempest. Not surprisingly, these tend to be the province of nature and agricultural powers and appear in the repertoire of sea and ocean powers.

Additional spheres can be created by your DM. The listed spheres are typical of the areas in which deities concentrate their interest and power. Spells outside the deity's major and minor spheres of influence are not available to its priests.

Furthermore, the priest can obtain his spells at a faster or slower pace than the normal cleric. Should the character's ethos place emphasis on self-reliance, the spell progression is slower. Those deities associated with many amazing and wondrous events might grant more spells per level. Of course, your DM has final say on this, and he must balance the gain or loss of spells against the other powers, abilities, and restrictions of the character.

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