Kerrick
First Post
Under this system, all divine spells are combined into one list, and all divine spellcaster classes choose spells from that list – spells would be listed as, for example, Sun 4 or Protection 6 instead of Drd 4 or Clr 6. A given spell is the same level for all classes, but some classes may not be able to cast it if it's too high a level and they have only minor access to that spell's sphere.
The benefits of this system:
The drawbacks of this system:
Spheres
Clerics' access to spheres is based on their god. Each god has major and minor access to a number of spheres of magic related to its spheres of influence; major access grants clerics spells of all levels 0-9, while minor access only grants them access to spells of levels 0-4*. Clerics who are cut off from their god for whatever reason, or ho are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.
Druids automatically gain greater access to Animal, Divination, Elemental, Plant, Sun, and Weather, and minor access to Enhancement, Healing, Necromantic, Travel. This is the same for all druids. Druids who are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.
Paladins gain greater access to Combat, Good, Healing, Law, Protection, and Sun (light spells only), and lesser access to Divination, Enhancement, and Summoning. This is the same for all paladins; if you wish to use the divine champion variant (paladins of all alignments, who serve their gods as champions of the cause), the spheres can be altered accordingly – Good and Law would certainly change to reflect the new alignment, and Healing be replaced with (or just augmented by) Necromantic. Paladins who are cut off from their god or who have gone against their vows lose access to all spells.
Rangers gain greater access to Animal, Healing, and Plant, and lesser access to Enhancement, Protection, and Travel. This is the same for all rangers, though evil rangers might be granted access to the Necromantic sphere as well (inflict wounds spells).
Blackguards (if you treat them as a base class and not a prestige class) gain greater access to Chaos, Combat, Evil, Healing, Necromantic, Protection, and lesser access to Divination, Enhancement, Summoning, and Sun (darkness-causing spells only). This obviously gives them a greater range of spell choices, but blackguards are little more than a divine champion anyway. As with paladins, blackguards who are cut off from their god or who have gone against their vows lose access to all spells.
*The reason I went with 0-4 instead of 0-3 is that it was a good cutoff – there are several 4th-level spells on the cleric and druid lists, and limiting access to 3rd level spells would either hamstring druids or require a major revision of spell levels (and unbalance those spells being affected). I felt this was the easier route, and more logical, since 4 is (almost) half of 9.
List of Spheres
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All: Spells that are usable by any cleric, regardless of god. This sphere includes basic spells a cleric needs to perform his duties (bless/curse, (un)hallow, etc.).
Animal: Spells that affect creatures, including allowing the cleric to summon or communicate with them, or that duplicate an animal's natural abilities.
Chaos: Spells with the Chaos descriptor, or that are chaotic in nature.
Charm: Spells of the Charm sphere are those that directly affect or influence people's attitudes or actions.
Combat: Combat spells revolve around dealing harm to the cleric's enemies, or those of his church, or boosting the caster's (or an ally's) ability to attack or damage those enemies.
Creation: These spells enable the caster to create something from nothing.
Divination: This sphere contains spells geared toward knowledge and the gaining thereof – finding lost information/objects/creatures, predicting the future, or learning things about an object or creature.
Elemental: Elemental spells are those that draw upon, alter, or create one or more of the four basic elements – air, earth, fire and water. Gods are often limited to one or two elements within this sphere; this is noted where applicable. Clerics of gods with limited access may either choose only spells using that element, or may substitute their element in place of the spell's, at the DM's option.
Enhancement: Spells that grant some kind of bonus to the target, either in the form of saves, spell resistance, or stat increases. Spells that increase attack or damage capability fall under the Combat sphere.
Evil: Spells with the Evil descriptor, or that are evil in nature.
Good: Spells with the Good descriptor, or that are good in nature.
Healing: Spells that heal wounds, cure diseases, or repair damage, up to and including lost limbs or even raising the dead.
Law: Spells with the Lawful descriptor, or that are lawful in nature.
Necromantic: Spells that employ negative energy to cause damage, disease, or even animate or create undead creatures.
Plant: Spells that affect plants, including being able to summon or create them.
Protection: Spells of this sphere create or employ guardians, wards, or shielding magics on a creature, place, or object, or provide additional defenses (in the form of a bonus to Armor Class).
Summoning: Summoning spells are used to call creatures from other planes to serve the caster (similar alignment only). Spells that summon creatures from the same plane fall under either the Animal or Plant spheres, as appropriate.
Sun: Sun spells employ light and positive energy for means other than healing, as well as darkness and shadow.
Travel: Spells in this sphere enable or alter the ability to travel over long distances, often between planes. Spells of this sphere are often limited to greater gods, or gods of travel, wayfarers, or explorers.
Weather: These spells enable the cleric to create and manipulate the forces of nature – anything from a mild rainfall to provide water for the fields, to a full-blown hurricane or tornado.
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Class Skills
All Spheres have skills associated with them. Greater access to a sphere means you gain those skills as class skills. Since every cleric has greater access to the All sphere, this serves as a "base list" for class skills, to which are added the skills from other spheres. Druids, paladins, and rangers have set spheres lists and thus set class skill lists (which vary slightly from the PHB versions; see below).
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Druid class skill list: Climb, Concentration, Craft, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim
Paladin class skill list: Concentration, Diplomacy, Heal, Intimidate, Knowledge (law, religion), Ride, Sense Motive, Spot.
Ranger class skill list: Climb, Craft, Handle Animal, Heal, Knowledge (geography, local, nature), Hide, Jump, Move Silently, Profession, Search, Spot, Survival, Swim, Use Rope.
Sphere Skills List
All: Concentration, Craft, Knowledge (arcana, religion), Profession, Spellcraft
Animal: Handle Animal, Knowledge (nature), Ride
Chaos: Bluff, Disguise, Hide
Charm: Diplomacy, Intimidate, Seduction
Combat: Intimidate, Ride
Creation: None
Divination: Decipher Script, Gather Information, Search
Elemental: Survival
Enhancement: None
Evil: Intimidate
Good: Diplomacy
Healing: Heal
Law: Intimidate, Knowledge (law), Sense Motive
Necromantic: Heal
Plant: Climb, Knowledge (nature), Survival
Protection: None
Summoning: Diplomacy, Intimidate, Knowledge (the planes)
Sun: Heal, Spot
Travel: Knowledge (geography, local), Ride, Survival, Swim
Weather: Survival
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Sphere Abilities
As domains get special abilities, so too do spheres. A character may choose any two spheres as specializations; he can use the abilities of those two as stated. Not that only two spheres grant the ability to turn undead, and two to command/rebuke undead - under this system, not all clerics automatically gain that ability.
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All: None
Animal: Speak w/animals 1/day as a spell-like ability.
Chaos: Cast chaos spells at +1 caster level.
Charm: +3 bonus on all Charisma-related skill checks.
Combat: Free martial weapon profiency with diety's favored weapon (if applicable) and Weapon focus with deity's favored weapon.
Creation: You gain the Skill Focus feat applied to any one Craft skill for free.
Divination: Cast divination spells at +1 caster level.
Elemental: Turn/destroy creatures of opposed element.
Enhancement: You can empower one spell from this sphere per day for free.
Evil: Cast evil spells at +1 caster level. Command/rebuke undead a number of times per day equal to 3+Cha modifier.
Good: Cast good spells at +1 caster level. Turn undead a number of times per day equal to 3+Cha modifier.
Healing: Cast healing spells at +1 caster level.
Law: Cast law spells at +1 caster level.
Necromantic: Command/rebuke undead a number of times per day equal to 3+Cha modifier. Created undead have +2 hit points per die.
Summoning: Summoned creatures have +2 hit points per die. Cast summoning spells at +1 caster level.
Sun: Turn undead a number of times per day equal to 3+Cha modifier.
Travel: For a total time per day of 1 round per divine caster level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability.
Weather: +4 bonus to Survival checks and Fort saves related to the weather.
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Sphere Spells
I took all the spells from the PHB and assigned them to the various spheres. There were a few oddball ones that didn't fit anywhere, noted at the end under "Unassigned". Some spheres have additional notes.
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All: Atonement, bane, banishment, bless, bless water, break enchantment, commune, commune with nature*, dismissal, dispel magic, doom, geas/quest, greater dispel magic, lesser geas, miracle, prayer, purify food/drink, read magic, remove curse.
*This is a druid/ranger spell, but it doesn't really fall under the clerical All sphere. Maybe I could make a note that clerics/paladins get commune (drop it to L4), and druids/rangers get commune with nature.
Animal: Animal growth, animal messenger, animal shapes, antipathy, awaken, baleful polymorph, calm animals, creeping doom, detect animals/plants, dominate animal, giant vermin, hide from animals, insect plague, (greater) magic gang, reduce animal, repel vermin, shapechange, speak w/animals, spider climb, summon nature's ally I-IX, summon swarm, sympathy.
Charm: Calm animals, calm emotions, cause fear, (greater) command, enthrall, remove fear, symbol of fear, symbol of persuasion/sleep.
Chaos: Align weapon, animate objects, bestow curse, chaos hammer, cloak of chaos, detect law, dispel law, entropic shield, forbiddance, magic circle vs. law, obscure object, protection from law, summon monster I-IX*, undetectable alignment, word of chaos.
*The summon monster spells (chaos descriptor only) is kind of iffy; I'm not too sure if these should be included in the alignment spheres as well as Summoning.
Combat: (mass) Bear's endurance, blade barrier, blasphemy*, (mass) bull's strength, chaos hammer*, command, dictum*, disrupting weapon, divine favor, divine power, hold person, holy word*, (greater) magic weapon, order's wrath*, righteous might, shatter, silence, sound burst, spiritual weapon, symbol of stunning, word of chaos*
*Not too sure on these. They fall under the purview of "spells that deal damage to the caster's enemies", but they're also alignment-based. I also didn't include all the animal buff spells because endurance and bull's strength are the only two really related to combat – the others are for spellcasting or just being faster/more sneaky, and they're all covered in the Enhancement sphere.
Creation: Create food/water, create water, hero's feast, make whole, mending, wall of stone.
Divination: Augury, comprehend languages*, deathwatch*, detect [alignment], detect magic, detect poison, detect snares/pits, detect undead, discern lies, find the path*, find traps, foresight, know direction, locate object, (greater) scrying*, speak with dead, status, tongues, true seeing*, zone of truth.
*Some of these spells aren't on the druid list, but they would gain them with greater access to this sphere. I personally don't see any problem with it – some of them, like speak with dead, were on the druid list in 2E, and some like detect undead, make sense.
Elemental: Air walk, call lightning, call lightning storm, chill metal, control water, create water, earthquake, elemental swarm, endure elements, fire seeds, fire storm, fire trap, flame blade, flame strike, flaming sphere, heat metal, ice storm, magic stone, meld into stone, move earth, produce flame, protection from energy, quench, repel metal/stone, resist energy, rusting grasp, soften earth/stone, spike stones, stone shape, stone tell, stoneskin, transmute metal/wood, transmute mud/rock, transmute rock/mud, wall of fire, wall of stone, water breathing, water walk*, wind walk, wind wall
Enhancement: Aid, (mass) bear's endurance, (mass) bull's strength, (mass) cat's grace, (mass) eagle's splendor, (mass) fox' cunning, guidance, jump*, resistance, virtue.
*I'm not sure why this is a druid/ranger spell, but it was put here because it adds a bonus to Jump checks.
Evil: Blasphemy, curse water, desecrate, detect good, dispel good, forbiddance, magic circle vs. good, protection from good, symbol of death/insanity/pain/weakness, unahllow, unholy aura.
Good: Bless weapon, consecrate, detect evil, dispel evil, forbiddance, hallow, holy aura, holy smite, holy sword, holy word, magic circle vs. evil, protection from alignment.
Healing: (mass) Cure crit wounds, (mass) cure light wounds, (mass) cure moderate wounds, (mass), cure minor wounds, (mass) cure serious wounds, heal mount*, (greater/lesser) restoration, (mass) heal, neutralize poison, raise dead, reincarnate*, regenerate, remove blindness/deafness, remove paralysis, resurrection, true resurrection, undeath to death.
*Clerics would gain these two spells, but heal mount is simply a specialized cure wounds, and raise dead is generally preferable to reincarnate. Since druids only gain lesser access to this sphere, though, they're stuck with reincarnate and lose all the mass cure wounds spells.
Law: Dictum, dispel chaos, forbiddance, invisibility purge, magic circle vs. chaos, mark of justice, order's wrath, protection from chaos, shield of law, zone of truth.
Necromantic: Animate dead, blight, blindness/deafness, contagion, create (greater) undead, death knell, energy drain, finger of death*, harm, hide from undead, implosion, (mass) inflict crit wounds*, (mass) inflict light wounds*, (mass) inflict moderate wounds*, inflict minor wounds*, (mass) inflict serious wounds*, poison, slay living, soulbind, symbol of death/insanity/pain/weakness.
*Why druids have finger of death, I have no idea, but their lesser access to this domain drops this off their list. In return, they gain all the inflict wounds spells, which evil druids should have anyway, and blndness/deafness and death knell – again, good spells for evil druids.
Plant: Animate plants, antiplant shell, awaken, barkskin, blight, changestaff, command plants, control plants, detect animals/plants, diminish plants, entangle, fire seeds, goodberry, ironwood, plant growth, repel wood, shambler, shillelagh, snare, spellstaff, spike growth, transport via plants, tree shape, tree stride, wall of thorns, warp wood, wood shape.
Protection: Antilife shell, anitplant shell, antimagic field, cloak of chaos*, death ward, delay poison, dimensional anchor, endure elements, entropic shield, forbiddance, free movement, (greater) glyph of warding, hide from undead, holy aura*, magic circle vs. alignment, magic vestment, neutralize poison, protection from energy, protection from alignment, repel metal and stone**, repel wood**, repel vermin, resist energy, resistance, sanctuary, shield of faith, shield of law*, shield other, (greater) spell immunity, stoneskin**, undetectable alignment, unholy aura*,
*Not sure on these ones – they're alignment-based spells, but they technically fall under "protection" also.
**Clerics would gain these three spells – not a big boost, except for stoneskin.
Summoning: Elemental swarm*, Gate, (greater/less) planar ally, summon monster I-IX.
*Clerics would gain this spell, but they can summon elementals using summon monster IX anyway.
Sun: Continual flame, darkness*, daylight, deeper darkness*, faerie fire, flare, light, searing light, sunbeam, sunburst.
*I'm not sure why druids don't get darkness spells… it's likely the same reason they don't get inflict wounds spells.
Travel: Air walk, astral projection, ethereal jaunt, etherealness, freedom of movement, know direction, longstrider, pass without trace, plane shift, refuge, sending, tree stride, water walk, wind walk, word of recall*
*Not sure why druids get word of recall, but lesser access to this sphere cuts it off their list anyway.
Weather: Call lightning, call lightning storm, control weather, control winds, fog cloud, gust of wind, obscuring mist, sleet storm, storm of vengeance, whirlwind, wind wall*.
*Since rangers have no access to the Weather sphere, they lose this spell, but I'm not sure why they have it in the first place. Clerics gain access to a number of good spells here, but as they'd be worshipping weather gods, it would be logical for them.
Unassigned: Alarm, darkvision, helping hand, imbue with spell ability, reverse gravity,
Alarm and darkvision are ranger spells that I can't quite fit in anywhere, and can't justify removing from their list. Helping hand is just… strange. Imbue is another one that doesn't fit anywhere; I think it'd be a better arcane spell than divine. I have absolutely no idea why reverse gravity is a druid spell; I'd recommend taking it off the list.[/sblock]
The benefits of this system:
- It's easier to assign spells. If you can't reasonably find a sphere to slot a given spell, then it probably shouldn't be a divine spell. Spells from other sources are likewise easy to assign.
- It would be easier to make divine champions, if you go that route.
- Clerics don't automatically have access to every single spell that appears in other books.
- The spells clerics can cast is more logical, as it's based on their god.
- All divine spells have the same level for all divine casters, which eliminates trying to figure out what level to assign to any classes that would qualify as having the spell on their list.
The drawbacks of this system:
- All divine spells would have to be reorganized, or a new list written up (see the list below).
- All gods would have to be redone, with spheres being assigned to them. This probably wouldn't be as hard it sounds, though, since they already have portfolios.
- Some might find the homogeneity of the divine spell list a bad thing (though many spells appear on several lists (particularly cleric/paladin, cleric/druid, and druid/ranger).
- Some classes gain a good number of spells, and some lose spells. Existing PCs would have to keep track of which spheres they have and which spells they can cast (but this really reduces bookeeping, since they have fewer spells overall to choose from).
Spheres
Clerics' access to spheres is based on their god. Each god has major and minor access to a number of spheres of magic related to its spheres of influence; major access grants clerics spells of all levels 0-9, while minor access only grants them access to spells of levels 0-4*. Clerics who are cut off from their god for whatever reason, or ho are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.
Druids automatically gain greater access to Animal, Divination, Elemental, Plant, Sun, and Weather, and minor access to Enhancement, Healing, Necromantic, Travel. This is the same for all druids. Druids who are being divinely punished (i.e., must undergo atonement) have minor access to their greater spheres, and no access to their minor spheres.
Paladins gain greater access to Combat, Good, Healing, Law, Protection, and Sun (light spells only), and lesser access to Divination, Enhancement, and Summoning. This is the same for all paladins; if you wish to use the divine champion variant (paladins of all alignments, who serve their gods as champions of the cause), the spheres can be altered accordingly – Good and Law would certainly change to reflect the new alignment, and Healing be replaced with (or just augmented by) Necromantic. Paladins who are cut off from their god or who have gone against their vows lose access to all spells.
Rangers gain greater access to Animal, Healing, and Plant, and lesser access to Enhancement, Protection, and Travel. This is the same for all rangers, though evil rangers might be granted access to the Necromantic sphere as well (inflict wounds spells).
Blackguards (if you treat them as a base class and not a prestige class) gain greater access to Chaos, Combat, Evil, Healing, Necromantic, Protection, and lesser access to Divination, Enhancement, Summoning, and Sun (darkness-causing spells only). This obviously gives them a greater range of spell choices, but blackguards are little more than a divine champion anyway. As with paladins, blackguards who are cut off from their god or who have gone against their vows lose access to all spells.
*The reason I went with 0-4 instead of 0-3 is that it was a good cutoff – there are several 4th-level spells on the cleric and druid lists, and limiting access to 3rd level spells would either hamstring druids or require a major revision of spell levels (and unbalance those spells being affected). I felt this was the easier route, and more logical, since 4 is (almost) half of 9.
List of Spheres
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All: Spells that are usable by any cleric, regardless of god. This sphere includes basic spells a cleric needs to perform his duties (bless/curse, (un)hallow, etc.).
Animal: Spells that affect creatures, including allowing the cleric to summon or communicate with them, or that duplicate an animal's natural abilities.
Chaos: Spells with the Chaos descriptor, or that are chaotic in nature.
Charm: Spells of the Charm sphere are those that directly affect or influence people's attitudes or actions.
Combat: Combat spells revolve around dealing harm to the cleric's enemies, or those of his church, or boosting the caster's (or an ally's) ability to attack or damage those enemies.
Creation: These spells enable the caster to create something from nothing.
Divination: This sphere contains spells geared toward knowledge and the gaining thereof – finding lost information/objects/creatures, predicting the future, or learning things about an object or creature.
Elemental: Elemental spells are those that draw upon, alter, or create one or more of the four basic elements – air, earth, fire and water. Gods are often limited to one or two elements within this sphere; this is noted where applicable. Clerics of gods with limited access may either choose only spells using that element, or may substitute their element in place of the spell's, at the DM's option.
Enhancement: Spells that grant some kind of bonus to the target, either in the form of saves, spell resistance, or stat increases. Spells that increase attack or damage capability fall under the Combat sphere.
Evil: Spells with the Evil descriptor, or that are evil in nature.
Good: Spells with the Good descriptor, or that are good in nature.
Healing: Spells that heal wounds, cure diseases, or repair damage, up to and including lost limbs or even raising the dead.
Law: Spells with the Lawful descriptor, or that are lawful in nature.
Necromantic: Spells that employ negative energy to cause damage, disease, or even animate or create undead creatures.
Plant: Spells that affect plants, including being able to summon or create them.
Protection: Spells of this sphere create or employ guardians, wards, or shielding magics on a creature, place, or object, or provide additional defenses (in the form of a bonus to Armor Class).
Summoning: Summoning spells are used to call creatures from other planes to serve the caster (similar alignment only). Spells that summon creatures from the same plane fall under either the Animal or Plant spheres, as appropriate.
Sun: Sun spells employ light and positive energy for means other than healing, as well as darkness and shadow.
Travel: Spells in this sphere enable or alter the ability to travel over long distances, often between planes. Spells of this sphere are often limited to greater gods, or gods of travel, wayfarers, or explorers.
Weather: These spells enable the cleric to create and manipulate the forces of nature – anything from a mild rainfall to provide water for the fields, to a full-blown hurricane or tornado.
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Class Skills
All Spheres have skills associated with them. Greater access to a sphere means you gain those skills as class skills. Since every cleric has greater access to the All sphere, this serves as a "base list" for class skills, to which are added the skills from other spheres. Druids, paladins, and rangers have set spheres lists and thus set class skill lists (which vary slightly from the PHB versions; see below).
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Druid class skill list: Climb, Concentration, Craft, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim
Paladin class skill list: Concentration, Diplomacy, Heal, Intimidate, Knowledge (law, religion), Ride, Sense Motive, Spot.
Ranger class skill list: Climb, Craft, Handle Animal, Heal, Knowledge (geography, local, nature), Hide, Jump, Move Silently, Profession, Search, Spot, Survival, Swim, Use Rope.
Sphere Skills List
All: Concentration, Craft, Knowledge (arcana, religion), Profession, Spellcraft
Animal: Handle Animal, Knowledge (nature), Ride
Chaos: Bluff, Disguise, Hide
Charm: Diplomacy, Intimidate, Seduction
Combat: Intimidate, Ride
Creation: None
Divination: Decipher Script, Gather Information, Search
Elemental: Survival
Enhancement: None
Evil: Intimidate
Good: Diplomacy
Healing: Heal
Law: Intimidate, Knowledge (law), Sense Motive
Necromantic: Heal
Plant: Climb, Knowledge (nature), Survival
Protection: None
Summoning: Diplomacy, Intimidate, Knowledge (the planes)
Sun: Heal, Spot
Travel: Knowledge (geography, local), Ride, Survival, Swim
Weather: Survival
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Sphere Abilities
As domains get special abilities, so too do spheres. A character may choose any two spheres as specializations; he can use the abilities of those two as stated. Not that only two spheres grant the ability to turn undead, and two to command/rebuke undead - under this system, not all clerics automatically gain that ability.
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All: None
Animal: Speak w/animals 1/day as a spell-like ability.
Chaos: Cast chaos spells at +1 caster level.
Charm: +3 bonus on all Charisma-related skill checks.
Combat: Free martial weapon profiency with diety's favored weapon (if applicable) and Weapon focus with deity's favored weapon.
Creation: You gain the Skill Focus feat applied to any one Craft skill for free.
Divination: Cast divination spells at +1 caster level.
Elemental: Turn/destroy creatures of opposed element.
Enhancement: You can empower one spell from this sphere per day for free.
Evil: Cast evil spells at +1 caster level. Command/rebuke undead a number of times per day equal to 3+Cha modifier.
Good: Cast good spells at +1 caster level. Turn undead a number of times per day equal to 3+Cha modifier.
Healing: Cast healing spells at +1 caster level.
Law: Cast law spells at +1 caster level.
Necromantic: Command/rebuke undead a number of times per day equal to 3+Cha modifier. Created undead have +2 hit points per die.
Summoning: Summoned creatures have +2 hit points per die. Cast summoning spells at +1 caster level.
Sun: Turn undead a number of times per day equal to 3+Cha modifier.
Travel: For a total time per day of 1 round per divine caster level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a supernatural ability.
Weather: +4 bonus to Survival checks and Fort saves related to the weather.
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Sphere Spells
I took all the spells from the PHB and assigned them to the various spheres. There were a few oddball ones that didn't fit anywhere, noted at the end under "Unassigned". Some spheres have additional notes.
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All: Atonement, bane, banishment, bless, bless water, break enchantment, commune, commune with nature*, dismissal, dispel magic, doom, geas/quest, greater dispel magic, lesser geas, miracle, prayer, purify food/drink, read magic, remove curse.
*This is a druid/ranger spell, but it doesn't really fall under the clerical All sphere. Maybe I could make a note that clerics/paladins get commune (drop it to L4), and druids/rangers get commune with nature.
Animal: Animal growth, animal messenger, animal shapes, antipathy, awaken, baleful polymorph, calm animals, creeping doom, detect animals/plants, dominate animal, giant vermin, hide from animals, insect plague, (greater) magic gang, reduce animal, repel vermin, shapechange, speak w/animals, spider climb, summon nature's ally I-IX, summon swarm, sympathy.
Charm: Calm animals, calm emotions, cause fear, (greater) command, enthrall, remove fear, symbol of fear, symbol of persuasion/sleep.
Chaos: Align weapon, animate objects, bestow curse, chaos hammer, cloak of chaos, detect law, dispel law, entropic shield, forbiddance, magic circle vs. law, obscure object, protection from law, summon monster I-IX*, undetectable alignment, word of chaos.
*The summon monster spells (chaos descriptor only) is kind of iffy; I'm not too sure if these should be included in the alignment spheres as well as Summoning.
Combat: (mass) Bear's endurance, blade barrier, blasphemy*, (mass) bull's strength, chaos hammer*, command, dictum*, disrupting weapon, divine favor, divine power, hold person, holy word*, (greater) magic weapon, order's wrath*, righteous might, shatter, silence, sound burst, spiritual weapon, symbol of stunning, word of chaos*
*Not too sure on these. They fall under the purview of "spells that deal damage to the caster's enemies", but they're also alignment-based. I also didn't include all the animal buff spells because endurance and bull's strength are the only two really related to combat – the others are for spellcasting or just being faster/more sneaky, and they're all covered in the Enhancement sphere.
Creation: Create food/water, create water, hero's feast, make whole, mending, wall of stone.
Divination: Augury, comprehend languages*, deathwatch*, detect [alignment], detect magic, detect poison, detect snares/pits, detect undead, discern lies, find the path*, find traps, foresight, know direction, locate object, (greater) scrying*, speak with dead, status, tongues, true seeing*, zone of truth.
*Some of these spells aren't on the druid list, but they would gain them with greater access to this sphere. I personally don't see any problem with it – some of them, like speak with dead, were on the druid list in 2E, and some like detect undead, make sense.
Elemental: Air walk, call lightning, call lightning storm, chill metal, control water, create water, earthquake, elemental swarm, endure elements, fire seeds, fire storm, fire trap, flame blade, flame strike, flaming sphere, heat metal, ice storm, magic stone, meld into stone, move earth, produce flame, protection from energy, quench, repel metal/stone, resist energy, rusting grasp, soften earth/stone, spike stones, stone shape, stone tell, stoneskin, transmute metal/wood, transmute mud/rock, transmute rock/mud, wall of fire, wall of stone, water breathing, water walk*, wind walk, wind wall
Enhancement: Aid, (mass) bear's endurance, (mass) bull's strength, (mass) cat's grace, (mass) eagle's splendor, (mass) fox' cunning, guidance, jump*, resistance, virtue.
*I'm not sure why this is a druid/ranger spell, but it was put here because it adds a bonus to Jump checks.
Evil: Blasphemy, curse water, desecrate, detect good, dispel good, forbiddance, magic circle vs. good, protection from good, symbol of death/insanity/pain/weakness, unahllow, unholy aura.
Good: Bless weapon, consecrate, detect evil, dispel evil, forbiddance, hallow, holy aura, holy smite, holy sword, holy word, magic circle vs. evil, protection from alignment.
Healing: (mass) Cure crit wounds, (mass) cure light wounds, (mass) cure moderate wounds, (mass), cure minor wounds, (mass) cure serious wounds, heal mount*, (greater/lesser) restoration, (mass) heal, neutralize poison, raise dead, reincarnate*, regenerate, remove blindness/deafness, remove paralysis, resurrection, true resurrection, undeath to death.
*Clerics would gain these two spells, but heal mount is simply a specialized cure wounds, and raise dead is generally preferable to reincarnate. Since druids only gain lesser access to this sphere, though, they're stuck with reincarnate and lose all the mass cure wounds spells.
Law: Dictum, dispel chaos, forbiddance, invisibility purge, magic circle vs. chaos, mark of justice, order's wrath, protection from chaos, shield of law, zone of truth.
Necromantic: Animate dead, blight, blindness/deafness, contagion, create (greater) undead, death knell, energy drain, finger of death*, harm, hide from undead, implosion, (mass) inflict crit wounds*, (mass) inflict light wounds*, (mass) inflict moderate wounds*, inflict minor wounds*, (mass) inflict serious wounds*, poison, slay living, soulbind, symbol of death/insanity/pain/weakness.
*Why druids have finger of death, I have no idea, but their lesser access to this domain drops this off their list. In return, they gain all the inflict wounds spells, which evil druids should have anyway, and blndness/deafness and death knell – again, good spells for evil druids.
Plant: Animate plants, antiplant shell, awaken, barkskin, blight, changestaff, command plants, control plants, detect animals/plants, diminish plants, entangle, fire seeds, goodberry, ironwood, plant growth, repel wood, shambler, shillelagh, snare, spellstaff, spike growth, transport via plants, tree shape, tree stride, wall of thorns, warp wood, wood shape.
Protection: Antilife shell, anitplant shell, antimagic field, cloak of chaos*, death ward, delay poison, dimensional anchor, endure elements, entropic shield, forbiddance, free movement, (greater) glyph of warding, hide from undead, holy aura*, magic circle vs. alignment, magic vestment, neutralize poison, protection from energy, protection from alignment, repel metal and stone**, repel wood**, repel vermin, resist energy, resistance, sanctuary, shield of faith, shield of law*, shield other, (greater) spell immunity, stoneskin**, undetectable alignment, unholy aura*,
*Not sure on these ones – they're alignment-based spells, but they technically fall under "protection" also.
**Clerics would gain these three spells – not a big boost, except for stoneskin.
Summoning: Elemental swarm*, Gate, (greater/less) planar ally, summon monster I-IX.
*Clerics would gain this spell, but they can summon elementals using summon monster IX anyway.
Sun: Continual flame, darkness*, daylight, deeper darkness*, faerie fire, flare, light, searing light, sunbeam, sunburst.
*I'm not sure why druids don't get darkness spells… it's likely the same reason they don't get inflict wounds spells.
Travel: Air walk, astral projection, ethereal jaunt, etherealness, freedom of movement, know direction, longstrider, pass without trace, plane shift, refuge, sending, tree stride, water walk, wind walk, word of recall*
*Not sure why druids get word of recall, but lesser access to this sphere cuts it off their list anyway.
Weather: Call lightning, call lightning storm, control weather, control winds, fog cloud, gust of wind, obscuring mist, sleet storm, storm of vengeance, whirlwind, wind wall*.
*Since rangers have no access to the Weather sphere, they lose this spell, but I'm not sure why they have it in the first place. Clerics gain access to a number of good spells here, but as they'd be worshipping weather gods, it would be logical for them.
Unassigned: Alarm, darkvision, helping hand, imbue with spell ability, reverse gravity,
Alarm and darkvision are ranger spells that I can't quite fit in anywhere, and can't justify removing from their list. Helping hand is just… strange. Imbue is another one that doesn't fit anywhere; I think it'd be a better arcane spell than divine. I have absolutely no idea why reverse gravity is a druid spell; I'd recommend taking it off the list.[/sblock]