I've never cared for the way D&D organizes spells... its always seemed bland to me. To rectify this I've reorganized the spells and changed how wizards and clerics get their spells (sorcerors and druids are banned IMC).
Spells are broken up into Spheres, with each Sphere having between 3 and 4 Circles. When a charcter gains the Sorcery ability (by taking a casting class) they chose a sphere and a circle to specialize in. Within your Circle you can cast spells at your maximum spell casting lvl, within your sphere you can cast spells up to 1/2 your max spell level. Though you cannot pick spells outside your sphere when you level up you can learn them. However each Sphere has an oppositon Sphere, casters can never learn to cast spells from that sphere (unless they somehow change their Sphere... such as a priest falling from grace).
The Spheres, and their Circles are as follows:
Light
Many see the Sphere of Light as the good side of sorcery, its spells cure the sick and sweep away the tait of daemons. Yet the Sphere of Light is not a pasifistic force, when roused to action it can be highly destructive. The Sphere of Light is opposed by the Sphere of Dark
Healing
The Circle of Healing contains spells that cure injuries and sicknesses. At higher levels it has the power to restore a broken body to its former glory.
Cleansing
Spells from the Cirlce of Cleansing are similar to Healing spells. However Cleansing spells work on a spiritual level, sweeping away corrupt spirits and malific magics.
Judgement
The Circle of Judgement is the wrathful, destructive, side of Light Magic. Still there is some restraint, its spells losing effectivenss if not wielded against those seeped in the Dark Arts.
Dark
Reviled by most civilizations the Sphere of Dark contains some of the most destructive and corrupting spells known. Forsakeing all restraint the Sphere of Dark calles upon terrible powers that are often hostile to the mortal races. The Sphere of Dark is opposed by the Sphere of Light
Shadow
Shadow spells are among the most dangerous, drawing on dark places where nightmares dwell. Its spells beguile and confuse, tearing at mind and body.
Necromancy
Deranged or desperate, it matters little what sets one down the path of the Necromancer. Its spells can command the souls of the dead... and the living. The fate of a Necromancer is never kind, as few will ever lie peacefuly in the grave.
Daemonology
Only the most psychotic individual would ever seek the power of Daemons. Still there is great power down this path, the caster is able whisper secretly in the ears of kings and call forth knowlege lost for ages. At its highest levels Daemonologists are actualy able to call a Daemon into being, bending it to their will... or being devoured.
Elemental
The oldest and most primal of the Spheres, the Sphere of Elemental Magic is rarely practiced in the pressent age. Seen as savage and barbaric by the more advanced races its practice is in many ways restricted to the more primative areas of the planet. Still the power of the Sphere runs deep... the Sphere of Elemental Magic has no oppositon sphere, instead each Circle is opposed by another Elemental Circle
Earth
The earth is sold, it can never be washed away. Drawing on its power one can stand against a hundred blows, one can strike like an avilance, or command the spirtis of stone to shake... throwing down the works of the mortal races. The Circle of Earth is opposed by the Circle of Air
Air
Air is ever changing, it can never be destroyed. Air cannot be caged, it flows free across the land. Through the Circle of Air one can call upon the winds to move swifter then a horse, to leap high in the air, or entangle ones enemies. the Circle of Air is opposed by the Circle of Earth
Fire
Fire possesses a burning might. Like the other Elemental Circles it can build and destroy... but Fire does so more dramaticly then any other. Through the power of Fire can destroy it can also build.
Water
Water is life, it flows around us and through us. its power can bring life to a barren field, or wash away a town.
High
The Sphere of High Magic is sorcery at its most codified. With elaborate spells a caster can alter the world around him, or bend a single mind to his will. The Sphere of High Magic is opposed by the Sphere of Natural magic.
Enchantment
The Circle of Enchantment contains spells that enhance something with sorcerous power. its spells can grant great strenght or bind a target fast
Conjuration
The Circle of Conjuration contains spells that call something from nothing. at its most basic levels it can produce energy, but more powerful spells exist that can call whole objects, or even living people into being.
Mesmerism
the Circle of Mesmerism deals with spells the effect the mind, bending the will of another to your own purposes. It can terrify, or fill a heart with courage.
Natural
The Sphere of Natural Magic is closely related to Sphere of Elemental magic, calling on the power of living beings to aid the caster. The Sphere of Natural Magic is opposed by the Sphere of High Magic.
Wild
The power of beasts of the woods and birds of the sky is called upon by the Circle of Wild. its spells can grant the speed of a wolf, or the cunning of a fox. Its power can turn ones hands into ferocius claws or even grant on the form of a wild animal.
Forest
This Circle goes by many names. to the people of the Steeps it is known as Plains Magic, to those of the jungles it is known as Vine Sorcery. Its power is that of the plants around you, making you stronger and tougher then you otherwise would be.
Spirit
The Circle of Spirit calls upon the power of those who have gone before, granting the sorceror great insight into the world. Spirit magic calls, it does not command like Necromancy, and as such the sorcerer has little to fear from what he summons from beyond the veil.
Spells are broken up into Spheres, with each Sphere having between 3 and 4 Circles. When a charcter gains the Sorcery ability (by taking a casting class) they chose a sphere and a circle to specialize in. Within your Circle you can cast spells at your maximum spell casting lvl, within your sphere you can cast spells up to 1/2 your max spell level. Though you cannot pick spells outside your sphere when you level up you can learn them. However each Sphere has an oppositon Sphere, casters can never learn to cast spells from that sphere (unless they somehow change their Sphere... such as a priest falling from grace).
The Spheres, and their Circles are as follows:
Light
Many see the Sphere of Light as the good side of sorcery, its spells cure the sick and sweep away the tait of daemons. Yet the Sphere of Light is not a pasifistic force, when roused to action it can be highly destructive. The Sphere of Light is opposed by the Sphere of Dark
Healing
The Circle of Healing contains spells that cure injuries and sicknesses. At higher levels it has the power to restore a broken body to its former glory.
Cleansing
Spells from the Cirlce of Cleansing are similar to Healing spells. However Cleansing spells work on a spiritual level, sweeping away corrupt spirits and malific magics.
Judgement
The Circle of Judgement is the wrathful, destructive, side of Light Magic. Still there is some restraint, its spells losing effectivenss if not wielded against those seeped in the Dark Arts.
Dark
Reviled by most civilizations the Sphere of Dark contains some of the most destructive and corrupting spells known. Forsakeing all restraint the Sphere of Dark calles upon terrible powers that are often hostile to the mortal races. The Sphere of Dark is opposed by the Sphere of Light
Shadow
Shadow spells are among the most dangerous, drawing on dark places where nightmares dwell. Its spells beguile and confuse, tearing at mind and body.
Necromancy
Deranged or desperate, it matters little what sets one down the path of the Necromancer. Its spells can command the souls of the dead... and the living. The fate of a Necromancer is never kind, as few will ever lie peacefuly in the grave.
Daemonology
Only the most psychotic individual would ever seek the power of Daemons. Still there is great power down this path, the caster is able whisper secretly in the ears of kings and call forth knowlege lost for ages. At its highest levels Daemonologists are actualy able to call a Daemon into being, bending it to their will... or being devoured.
Elemental
The oldest and most primal of the Spheres, the Sphere of Elemental Magic is rarely practiced in the pressent age. Seen as savage and barbaric by the more advanced races its practice is in many ways restricted to the more primative areas of the planet. Still the power of the Sphere runs deep... the Sphere of Elemental Magic has no oppositon sphere, instead each Circle is opposed by another Elemental Circle
Earth
The earth is sold, it can never be washed away. Drawing on its power one can stand against a hundred blows, one can strike like an avilance, or command the spirtis of stone to shake... throwing down the works of the mortal races. The Circle of Earth is opposed by the Circle of Air
Air
Air is ever changing, it can never be destroyed. Air cannot be caged, it flows free across the land. Through the Circle of Air one can call upon the winds to move swifter then a horse, to leap high in the air, or entangle ones enemies. the Circle of Air is opposed by the Circle of Earth
Fire
Fire possesses a burning might. Like the other Elemental Circles it can build and destroy... but Fire does so more dramaticly then any other. Through the power of Fire can destroy it can also build.
Water
Water is life, it flows around us and through us. its power can bring life to a barren field, or wash away a town.
High
The Sphere of High Magic is sorcery at its most codified. With elaborate spells a caster can alter the world around him, or bend a single mind to his will. The Sphere of High Magic is opposed by the Sphere of Natural magic.
Enchantment
The Circle of Enchantment contains spells that enhance something with sorcerous power. its spells can grant great strenght or bind a target fast
Conjuration
The Circle of Conjuration contains spells that call something from nothing. at its most basic levels it can produce energy, but more powerful spells exist that can call whole objects, or even living people into being.
Mesmerism
the Circle of Mesmerism deals with spells the effect the mind, bending the will of another to your own purposes. It can terrify, or fill a heart with courage.
Natural
The Sphere of Natural Magic is closely related to Sphere of Elemental magic, calling on the power of living beings to aid the caster. The Sphere of Natural Magic is opposed by the Sphere of High Magic.
Wild
The power of beasts of the woods and birds of the sky is called upon by the Circle of Wild. its spells can grant the speed of a wolf, or the cunning of a fox. Its power can turn ones hands into ferocius claws or even grant on the form of a wild animal.
Forest
This Circle goes by many names. to the people of the Steeps it is known as Plains Magic, to those of the jungles it is known as Vine Sorcery. Its power is that of the plants around you, making you stronger and tougher then you otherwise would be.
Spirit
The Circle of Spirit calls upon the power of those who have gone before, granting the sorceror great insight into the world. Spirit magic calls, it does not command like Necromancy, and as such the sorcerer has little to fear from what he summons from beyond the veil.