Priest Spheres of Control
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.