
Nostri |

This is something that's been bugging and confusing me since 3rd edition started- the loss of priest spheres. Back in 2nd Edition priests could only cast from spheres that their deity granted access to. This always made a lot of sense to me, it meant that the spells that could be cast by a devotee of a war god looked different then the spells of a goddess of hearth and home who's spells were different from the cleric to a god of magic.
Now I know what some of you are going to say- that spheres were replaced by domains. I like domains, I think they're a good idea and a nice way to quantify those special gifts that a deity grants to his or her clergy that serve different purposes. But why would a deity that rules over healing and and care for the sick access to the Storm of Vengeance spell? Or Plane Shift? Or even Holy Word?
The other argument is then that clerics without access to the Healing sphere wouldn't be able to heal their party members. But 3rd edition fixed that. Any cleric that can channel positive energy can spontaneously switch out a prepared spell for a cure spell. And now with Pathfinder channeling positive energy does direct healing in a burst as well.
So I've split all of the "priest"* classes spells up into spheres. All priests get either major or minor access to a sphere depending on their deity for a cleric but on their class for the rest of the divine caster classes. Major access to a sphere allows a priest to cast all the spells in a sphere, while minor access only allows access to spells of up to 4th level. Spell access is still limited by the spell progression for each class (so a cleric would still need to be 5th level to cast 3rd level spells and a paladin would still need to be 4th level to cast any spells at all).
*: A priest class is any class that casts divine spells regardless of actual role.
There are 17 different spheres, listed in alphabetical order they are-
All: This sphere deals with spells and prayers available to all priests regardless of beliefs. All deities grant major access to the sphere of All. This group contains spells that the priests needs to preform basic functions and those basic prayers common to all faiths.
Animal: This sphere deals specifically with spells that affect or influence creatures and animals but not humanoids. Emulation of animals also falls into the domain of this sphere. Deities of nature, the hunt and husbandry often grant access to this sphere.
Astral: These spells deal with magical effects that manipulate access to, and travel within, different planes of existence. Masters of planar travel and trickster deities often grant these powers.
Charm: Spells that affect the minds of sentient beings fall under the purview of this sphere. Deities of love, beauty, trickery and art often allow access to spells from this sphere.
Combat: This sphere's spells deal almost exclusively with the direct harm of the priest's enemies. This sphere is often granted by gods of war or death.
Creation: These spells enable the priest using them to produce something from nothing. They are granted by deities of many different purviews
Divination: This sphere enables the priest to seek aide from his deity in the form of granted knowledge and glimpses into the future. Additionally It can be used to spy a location or person from afar or learn the location of items or people. Deities of knowledge, wisdom and exploration often grant the powers of this sphere.
Elemental: These spells affect the four basic elements- air, earth, fire and water. Nature deities and elemental deities would be ones that grant spells of this sphere.
Guardian: The spells of this sphere place magical wards and sentries around a person, item or place. They are generally more active then those of the Protection sphere. Protective, healing and trickster deities would all grant access to these spells.
Healing: Spells of this sphere deal exclusively with the health of the body. Knitting wounds and neutralizing poisons are both the domain of this sphere. On the other side of the coin these spells can be made to cause horrible wounds and envenom those unfortunate to evoke the ire of the priests with command of these spells. Protective and healing deities are most likely to have access to these spell and nature deities may grant minor access to the sphere.
Necromantic: These spells grant the ability to restore some portion of the life force that has destroyed or diminished. It could be a limb, lost strength or even life itself. As with the Healing sphere there is an opposite to these spells and a master of the Necromantic sphere can use their powers to snuff out life or even raise undead. Deities of life and death are the most likely to grant access to these powers.
Plant: The spells of those deities that grant access to this sphere affect plants, ranging from those that grow wild to those tamed and used in agriculture. Agricultural and nature deities grant access to this sphere.
Protection: The spells of this sphere create shields to protect the priest and those under his care. War and protective deities are the most likely to grant access to these spells though gods of mercy and kindness may also grant access to this sphere.
Summoning: These spells deal with the ability to call creatures from other planes of existence to aide the summoner. Not many deities grant access to this sphere though because of the great destruction that can wrought with those creatures summoned often gods of war and death will grant access.
Sun: Spells that allow the manipulation and creation of light and darkness fall into this sphere. Sun spells are common with nature deities and those that represent the sun's purifying power.
Travel: The spells of this sphere deal with travel between points both mundane and magical. Deities of exploration and travel will often grant these spells.
Weather: These spells manipulate the forces of the weather itself, being able give gentle life-giving rains to a drought parched field and conjure up raging storms to ravage the enemies of the priest. Deities of agriculture and nature grant these spells along with those with domain over the sea or ocean.
All:
Bleed [0th]
Create Water [0th]
Detect Magic [0th]
Detect Poison [0th]
Flare [0th]
Guidance [0th]
Know Direction [0th]
Light [0th]
Mending [0th]
Purify Food and Drink [0th]
Read Magic [0th]
Resistance [0th]
Stabilize [0th]
Virtue [0th]
Bane [1st]
Bless [1st]
Bless Water [1st]
Curse Water [1st]
Divine Favor [1st]
Doom [1st]
Bestow Curse [3rd]
Prayer [3rd]
Remove Curse [3rd]
Sending [4th]
Atonement [5th]
Break Enchantment [5th]
Hallow [5th]
Unhallow [5th]
Miracle [9th]
Animal:
Calm Animals [1st]
Charm Animal [1st]
Hide from Animals [1st]
Magic Fang [1st]
Speak with Animals [1st]
Summon Nature's Ally I [1st]
Animal Messenger [2nd]
Animal Trance [2nd]
Bear's Endurance [2nd]
Bull's Strength [2nd]
Cat's Grace [2nd]
Eagle's Splendor [2nd]
Hold Animal [2nd]
Owl's Wisdom [2nd]
Reduce Animal [2nd]
Summon Nature's Ally II [2nd]
Summon Swarm [2nd]
Dominate Animal [3rd]
Magic Fang, Greater [3rd]
Summon Nature's Ally III [3rd]
Giant Vermin [4th]
Poison [4th]
Repel Vermin [4th]
Summon Nature's Ally IV [4th]
Animal Growth [5th]
Awaken [5th]
Baleful Polymorph [5th]
Insect Plague [5th]
Summon Nature's Ally V [5th]
Anti-Life Shell [6th]
Bear's Endurance, Mass [6th]
Bull's Strength, Mass [6th]
Cat's Grace [6th]
Eagle's Splendor, Mass [6th]
Owl's Wisdom, Mass [6th]
Summon Nature's Ally VI [6th]
Creeping Doom [7th]
Summon Nature's Ally VII [7th]
Animal Shapes [8th]
Summon Nature's Ally VIII [8th]
Shapechange [9th]
Summon Nature's Ally IX [9th]
Astral:
Dimensional Anchor [4th]
Plane Shift [5th]
Forbiddance [6th]
Ethereal Jaunt [7th]
Refuge [7th]
Dimensional Lock [8th]
Astral Projection [9th]
Etherealness [9th]
Charm:
Cause Fear [1st]
Command [1st]
Remove Fear [1st]
Eagle's Splendor [2nd]
Enthrall [2nd]
Imbue with Spell Ability [4th]
Geas/Quest, Lesser [4th]
Command, Greater [5th]
Eagle's Splendor, Mass [6th]
Geas/Quest [6th]
Spellstaff [6th]
Combat:
Entangle [1st]
Entropic Shield [1st]
Magic Fang [1st]
Magic Stone [1st]
Magic Weapon [1st]
Shield of Faith [1st]
Align Weapon [2nd]
Bear's Endurance [2nd]
Bull's Strength [2nd]
Cat's Grace [2nd]
Shatter [2nd]
Spiritual Weapon [2nd]
Magic Fang, Greater [3rd]
Chaos Hammer [4th]
Divine Power [4th]
Holy Smite [4th]
Magic Weapon, Greater [4th]
Order's Wrath [4th]
Rusting Grasp [4th]
Unholy Blight [4th]
Disrupting Weapon [4th]
Flame Strike [5th]
Righteous Might [5th]
Bear's Endurance, Mass [6th]
Bull's Strength, Mass [6th]
Cat's Grace, Mass [6th]
Repel Wood [6th]
Blasphemy [7th]
Destruction [7th]
Dictum [7th]
Holy Word [7th]
Word of Chaos [7th]
Holy Aura [8th]
Unholy Aura [8th]
Implosion [9th]
Storm of Vengeance [9th]
Creation:
Make Whole [2nd]
Create Food and Drink [3rd]
Wall of Thorns [5th]
Wall of Stone [5th]
Animate Objects [6th]
Blade Barrier [6th]
Heroes' Feast [6th]
Divination:
Comprehend Languages [1st]
Detect Animals or Plants [1st]
Detect Chaos/Evil/Good/Law [1st]
Detect Snares and Pits [1st]
Detect Undead [1st]
Speak with Animals [1st]
Augury [2nd]
Find Traps [2nd]
Speak with Dead [3rd]
Speak with Plants [3rd]
Discern Lies [4th]
Divination [4th]
Tongues [4th]
Scrying [5th]
True Seeing [5th]
Find the Path [6th]
Stone Tell [6th]
Scrying, Greater [7th]
Discern Location [8th]
Foresight [9th]
Elemental:
Endure Elements [1st]
Faerie Fire [1st]
Magic Stone [1st]
Produce Flame [1st]
Chill Metal [2nd]
Fire Trap [2nd]
Flaming Sphere [2nd]
Gust of Wind [2nd]
Heat Metal [2nd]
Resist Energy [2nd]
Soften Earth and Stone [2nd]
Protection from Energy [3rd]
Quench [3rd]
Stone Shape [3rd]
Water Breathing [3rd]
Water Walk [3rd]
Wind Walk [3rd]
Wind Wall [3rd]
Air Walk [4th]
Control Water [4th]
Ice Storm [4th]
Spike Stones [4th]
Flame Strike [5th]
Wall of Stone [5th]
Fire Seeds [6th]
Move Earth [6th]
Stone Tell [6th]
Transmute Metal to Wood [7th]
Earthquake [8th]
Firestorm [8th]
Repel Metal or Stone [8th]
Elemental Swarm [9th]
Guardian:
Darkness [2nd]
Silence [2nd]
Fire Trap [2nd]
Deeper Darkness [3rd]
Gylph of Warding [3rd]
Helping Hand [3rd]
Mark of Justice [5th]
Symbol of Pain [5th]
Symbol of Sleep [5th]
Blade Barrier [6th]
Glyph of Warding, Greater [6th]
Symbol of Fear [6th]
Symbol of Persuasion [6th]
Symbol of Stunning [7th]
Symbol of Weakness [7th]
Symbol of Death [8th]
Symbol of Insanity [8th]
Antipathy [9th]
Sympathy [9th]
Healing:
Cure Light Wounds [1st]
Inflict Light Wounds [1st]
Cure Moderate Wounds [2nd]
Delay Poison [2nd]
Inflict Moderate Wounds [2nd]
Cure Serious Wounds [3rd]
Inflict Serious Wounds [3rd]
Cure Critical Wounds [4th]
Inflict Critical Wounds [4th]
Neutralize Poison [4th]
Breath of Life [5th]
Cure Light Wounds, Mass [5th]
Inflict Light Wounds, Mass [5th]
Cure Moderate Wounds, Mass [6th]
Harm [6th]
Heal [6th]
Inflict Moderate Wounds, Mass [6th]
Cure Serious Wounds [7th]
Inflict Serious Wounds, Mass [7th]
Cure Critical Wounds, Mass [8th]
Inflict Critical Wounds, Mass [8th]
Heal, Mass [9th]
Necromantic:
Cause Fear [1st]
Deathwatch [1st]
Detect Undead [1st]
Hide from Undead [1st]
Consecrate [2nd]
Death Knell [2nd]
Desecrate [2nd]
Gentle Repose [2nd]
Remove Paralysis [2nd]
Resist Disease [2nd]
Restoration, Lesser [2nd]
Animate Dead [3rd]
Blindness/Deafness [3rd]
Contagion [3rd]
Remove Blindness/Deafness [3rd]
Remove Disease [3rd]
Death Ward [4th]
Reincarnate [4th]
Restoration [4th]
Breath of Life [5th]
Disrupting Weapon [5th]
Slay Living [5th]
Create Undead [6th]
Undeath to Death [6th]
Destruction [7th]
Regenerate [7th]
Restoration, Greater [7th]
Resurrection [7th]
Create Greater Undead [8th]
Finger of Death [8th]
Energy Drain [9th]
Soul Bind [9th]
True Resurrection [9th]
Plant:
Detect Animals or Plants [1st]
Detect Snares and Pits [1st]
Entangle [1st]
Goodberry [1st]
Pass without Trace [1st]
Shillelagh [1st]
Tree Shape [2nd]
Warp Wood [2nd]
Wood Shape [2nd]
Diminish Plants [3rd]
Plant Growth [3rd]
Snare [3rd]
Speak with Plants [3rd]
Spike Growth [3rd]
Blight [4th]
Command Plants [4th]
Freedom of Movement [4th]
Poison [4th]
Wall of Thorns [4th]
Anti-Life Shell [6th]
Fire Seeds [6th]
Ironwood [6th]
Liveoak [6th]
Repel Wood [6th]
Transport via Plants [6th]
Animate Plants [7th]
Changestaff [7th]
Transmute Metal to Wood [7th]
Shambler [9th]
Protection:
Endure Elements [1st]
Hide from Animals [1st]
Hide from Undead [1st]
Sanctuary [1st]
Shield of Faith [1st]
Barkskin [2nd]
Consecrate [Necromantic, 2nd]
Shield Other [2nd]
Status [2nd]
Undetectable Alignment [2nd]
Dispel Magic [3rd]
Invisibility Purge [3rd]
Magic Circle Against Chaos/Evil/Good/Law [3rd]
Magic Vestment [3rd]
Protection from Energy [3rd]
Anti-Plant Shell [4th]
Spell Immunity [4th]
Dispel Chaos/Evil/Good/Law [5th]
Spell Resistance [5th]
Anti-Life Shell [6th]
Dispel Magic, Greater [6th]
Repulsion [6th]
Anti-Magic Shield [8th]
Cloak of Chaos [8th]
Spell Immunity, Greater [8th]
Shield of Law [8th]
Summoning:
Summon Monster I [1st]
Summon Nature's Ally [1st]
Summon Monster II [2nd]
Summon Nature's Ally II [2nd]
Summon Swarm [2nd]
Summon Monster III [3rd]
Summon Nature's Ally III [3rd]
Planar Ally, Lesser [4th]
Summon Monster IV [4th]
Summon Nature's Ally IV [4th]
Banishment [5th]
Summon Monster V [5th]
Summon Nature's Ally V [5th]
Planar Ally [6th]
Summon Monster VI [6th]
Summon Nature's Ally VI [6th]
Creeping Doom [7th]
Summon Monster VII [7th]
Summon Nature's Ally [7th]
Planar Ally, Greater [8th]
Summon Monster VIII [8th]
Summon Nature's Ally VIII [8th]
Elemental Swarm [9th]
Gate [9th]
Summon Monster IX [9th]
Summon Nature's Ally IX [9th]
Sun:
Faerie Fire [1st]
Continual Flame [3rd]
Daylight [3rd]
Searing Light [3rd]
Sunbeam [7th]
Sunburst [8th]
Travel:
Jump [1st]
Longstrider [1st]
Pass without Trace [1st]
Spider Climb [2nd]
Water Walk [3rd]
Wind Walk [3rd]
Air Walk [4th]
Freedom of Movement [4th]
Plane Shift [5th]
Find the Path [6th]
Transport via Plants [6th]
Word of Recall [6th]
Gate [9th]
Weather:
Endure Elements [1st]
Obscuring Mist [1st]
Fog Cloud [2nd]
Gust of Wind [2nd]
Shatter [2nd]
Sounds Burst [2nd]
Call Lightning [3rd]
Sleet Storm [3rd]
Wind Walk [3rd]
Wind Wall [3rd]
Air Walk [4th]
Freedom of Movement [4th]
Ice Storm [4th]
Control Weather [7th]
Firestorm [8th]
Whirlwind [8th]
Storm of Vengeance [9th]
0 Level:
Bleed [All]
Create Water [All]
Detect Magic [All]
Detect Poison [All]
Flare [All]
Guidance [All]
Know Direction [All]
Light [All]
Mending [All]
Purify Food and Drink [All]
Read Magic [All]
Resistance [All]
Stabilize [All]
Virtue [All]
1st Level:
Calm Animals [Animal]
Charm Animal [Animal]
Bane [All]
Bless [All]
Bless Water [All]
Cause Fear [Charm, Necromantic]
Command [Charm]
Comprehend Languages [Divination]
Cure Light Wounds [Healing]
Curse Water [All]
Deathwatch [Divination, Necromantic]
Detect Animals or Plants [Animal, Divination, Plant]
Detect Chaos/Evil/Good/Law [Divination]
Detect Snares and Pits [Divination, Plant]
Detect Undead [Divination, Necromantic]
Divine Favor [All]
Doom [All]
Endure Elements [Elemental, Protection, Weather]
Entangle [Combat, Plant]
Entropic Shield [Combat]
Faerie Fire [Elemental, Sun]
Goodberry [Healing, Plant]
Hide from Animals [Animal, Protection]
Hide from Undead [Necromantic, Protection]
Inflict Light Wounds [Healing]
Jump [Travel]
Longstrider [Travel]
Magic Fang [Animal, Combat]
Magic Stone [Combat, Elemental]
Magic Weapon [Combat]
Obscuring Mist [Weather]
Pass without Trace [Plant, Travel]
Produce Flame [Elemental]
Protection from Chaos/Evil/Good/Law [Protection]
Remove Fear [Charm]
Sanctuary [Protection]
Shield of Faith [Combat, Protection]
Shillelagh [Combat, Plant]
Speak with Animals [Animal, Divination]
Summon Monster I [Summoning]
Summon Nature's Ally I [Animal, Summoning]
2nd Level:
Aid [Combat]
Align Weapon [Combat]
Animal Messenger [Animal]
Animal Trance [Animal]
Augury [Divination]
Barkskin [Plant, Protection]
Bear's Endurance [Animal, Combat]
Bull's Strength [Animal, Combat]
Cat's Grace [Animal, Combat]
Chill Metal [Elemental]
Consecrate [Necromantic, Protection]
Cure Moderate Wounds [Healing]
Darkness [Guardian]
Death Knell [Necromantic]
Delay Poison [Healing]
Desecrate [Necromantic]
Eagle's Splendor [Animal, Charm]
Enthrall [Charm]
Find Traps [Divination]
Fire Trap [Elemental, Guardian]
Flaming Sphere [Elemental]
Fog Cloud [Weather]
Gentle Repose [Necromantic]
Gust of Wind [Elemental, Weather]
Heat Metal [Elemental]
Hold Animal [Animal]
Hold Person [Charm]
Inflict Moderate Wounds [Healing]
Make Whole [Creation]
Owl's Wisdom [Animal]
Reduce Animal [Animal]
Remove Paralysis [Necromantic]
Resist Disease [Necromantic]
Resist Energy [Elemental]
Restoration, Lesser [Necromantic]
Soften Earth and Stone [Elemental]
Shatter [Combat, Weather]
Shield Other [Protection]
Silence [Guardian]
Sounds Burst [Weather]
Spider Climb [Animal, Travel]
Spiritual Weapon [Combat]
Status [Protection]
Summon Monster II [Summoning]
Summon Nature's Ally II [Animal, Summoning]
Summon Swarm [Animal, Summoning]
Tree Shape [Plant]
Undetectable Alignment [Protection]
Warp Wood [Plant]
Wood Shape [Plant]
Zone of Truth [Divination]
3rd Level:
Animate Dead [Necromantic]
Bestow Curse [All]
Blindness/Deafness [Necromantic]
Call Lightning [Weather]
Contagion [Necromantic]
Continual Flame [Sun]
Create Food and Drink [Creation]
Cure Serious Wounds [Healing]
Daylight [Sun]
Deeper Darkness [Guardian]
Diminish Plants [Plant]
Dispel Magic [Protection]
Dominate Animal [Animal]
Gylph of Warding [Guardian]
Helping Hand [Guardian]
Inflict Serious Wounds [Healing]
Invisibility Purge [Protection]
Locate Object [Divination]
Magic Circle Against Chaos/Evil/Good/Law [Protection]
Magic Fang, Greater [Animal, Combat]
Magic Vestment [Protection]
Meld into Stone [Elemental]
Obscure Object [Divination]
Plant Growth [Plant]
Prayer [All]
Protection from Energy [Elemental, Protection]
Quench [Elemental]
Remove Blindness/Deafness [Necromantic]
Remove Curse [All]
Remove Disease [Necromantic]
Searing Light [Sun]
Sleet Storm [Weather]
Snare [Plant]
Speak with Dead [Divination]
Speak with Plants [Divination, Plant]
Spike Growth [Plant]
Stone Shape [Elemental]
Summon Monster III [Summoning]
Summon Nature's Ally III [Animal, Summoning]
Water Breathing [Elemental]
Water Walk [Elemental, Travel]
Wind Walk [Elemental, Travel, Weather]
Wind Wall [Elemental, Weather]
4th Level:
Air Walk [Elemental, Travel, Weather]
Anti-Plant Shell [Plant, Protection]
Blight [Plant]
Chaos Hammer [Combat]
Command Plants [Plants]
Control Water [Elemental]
Cure Critical Wounds [Healing]
Death Ward [Guardian, Necromantic]
Dimensional Anchor [Astral]
Discern Lies [Divination]
Dismissal [Summoning]
Divination [Divination]
Divine Power [Combat]
Freedom of Movement [Plant, Travel, Weather]
Giant Vermin [Animal]
Holy Smite [Combat]
Ice Storm [Elemental, Weather]
Imbue with Spell Ability [Charm]
Inflict Critical Wounds [Healing]
Magic Weapon, Greater [Combat]
Neutralize Poison [Healing]
Order's Wrath [Combat]
Planar Ally, Lesser [Summoning]
Poison [Animal, Plant]
Reincarnate [Necromantic]
Repel Vermin [Animal, Plant]
Restoration [Necromantic]
Rusting Grasp [Combat?]
Sending [All]
Spell Immunity [Protection]
Spike Stones [Elemental]
Summon Monster IV [Summoning]
Summon Nature's Ally IV [Animal, Summoning]
Tongues [Divination]
Unholy Blight [Combat]
5th Level:
Animal Growth [Animal]
Atonement [All]
Awaken [Animal]
Baleful Polymorph [Animal?]
Break Enchantment [All]
Breath of Life [Healing, Necromantic]
Command, Greater [Charm]
Commune [Divination]
Cure Light Wounds, Mass [Healing]
Dispel Chaos/Evil/Good/Law [Protection]
Disrupting Weapon [Combat, Necromantic]
Flame Strike [Combat, Elemental]
Hallow [All]
Inflict Light Wounds, Mass [Healing]
Insect Plague [Animal]
Mark of Justice [Guardian]
Plane Shift [Astral, Travel]
Raise Dead [Necromantic]
Righteous Might [Combat]
Scrying [Divination]
Slay Living [Necromantic]
Spell Resistance [Protection]
Summon Monster V [Summoning]
Summon Nature's Ally V [Animal, Summoning]
Symbol of Pain [Guardian]
Symbol of Sleep [Guardian]
True Seeing [Divination]
Unhallow [All]
Wall of Thorns [Creation, Plant]
Wall of Stone [Creation, Elemental]
6th Level:
Animate Objects [Creation]
Anti-Life Shell [Animal, Plant, Protection]
Banishment [Summoning]
Bear's Endurance, Mass [Animal, Combat]
Blade Barrier [Creation, Guardian]
Bull's Strength, Mass [Animal, Combat]
Cat's Grace, Mass [Animal, Combat]
Create Undead [Necromantic]
Cure Moderate Wounds, Mass [Healing]
Dispel Magic, Greater [Protection]
Eagle's Splendor, Mass [Animal, Charm]
Find the Path [Divination, Travel]
Fire Seeds [Elemental, Plant]
Forbiddance [Astral]
Geas/Quest [Charm]
Glyph of Warding, Greater [Guardian]
Harm [Healing]
Heal [Healing]
Heroes' Feast [Creation]
Inflict Moderate Wounds, Mass [Healing]
Ironwood [Plant]
Liveoak [Plant]
Move Earth [Elemental]
Owl's Wisdom, Mass [Animal]
Planar Ally [Summoning]
Repel Wood [Combat, Plant]
Spellstaff [Charm]
Stone Tell [Divination, Elemental]
Summon Monster VI [Summoning]
Summon Nature's Ally VI [Animal, Summoning]
Symbol of Fear [Guardian]
Symbol of Persuasion [Guardian]
Transport via Plants [Travel, Plant]
Undeath to Death [Necromantic]
Wind Walk [Elemental, Weather]
Word of Recall [Astral, Travel]
7th Level:
Animate Plants [Plant]
Blasphemy [Combat]
Changestaff [Plant]
Control Weather [Weather]
Creeping Doom [Animal, Summoning]
Cure Serious Wounds [Healing]
Destruction [Combat, Necromantic]
Dictum [Combat]
Ethereal Jaunt [Astral]
Holy Word [Combat]
Inflict Serious Wounds, Mass [Healing]
Refuge [Astral]
Regenerate [Necromantic]
Repulsion [Protection]
Restoration, Greater [Necromantic]
Resurrection [Necromantic]
Scrying, Greater [Divination]
Summon Monster VII [Summoning]
Summon Nature's Ally VII [Animal, Summoning]
Sunbeam [Sun]
Symbol of Stunning [Guardian]
Symbol of Weakness [Guardian]
Transmute Metal to Wood [Elemental, Plant]
Word of Chaos [Combat]
8th Level:
Animal Shapes [Animal]
Anti-Magic Shield [Protection]
Cloak of Chaos [Protection]
Create Greater Undead [Necromantic]
Control Plants [Plant]
Cure Critical Wounds, Mass [Healing]
Dimensional Lock [Astral]
Discern Location [Divination]
Earthquake [Elemental]
Firestorm [Elemental, Weather]
Finger of Death [Necromantic]
Holy Aura [Combat]
Inflict Critical Wounds, Mass [Healing]
Planar Ally, Greater [Summoning]
Repel Metal or Stone [Elemental]
Reverse Gravity [???]
Shield of Law [Protection]
Spell Immunity, Greater [Protection]
Summon Monster VIII [Summoning]
Summon Nature's Ally VIII [Animal, Summoning]
Sunburst [Sun]
Symbol of Death [Guardian]
Symbol of Insanity [Guardian]
Unholy Aura [Combat]
Whirlwind [Weather]
9th Level:
Antipathy [Guardian]
Astral Projection [Astral]
Elemental Swarm [Elemental, Summoning]
Energy Drain [Necromantic]
Etherealness [Astral]
Foresight [Divination]
Gate [Astral, Travel, Summoning]
Heal, Mass [Healing]
Implosion [Combat]
Miracle [All]
Shambler [Plant]
Shapechange [Animal]
Soul Bind [Necromantic]
Storm of Vengeance [Combat, Weather]
Summon Monster IX [Summoning]
Summon Nature's Ally IX [Animal, Summoning]
Sympathy [Guardian]
True Resurrection [Necromantic]
So what does everyone think? Obviously this system requires some thought about the various deities and other divine spell granting powers for a world but I think it adds a certain verisimilitude to the game. The purpose of domains would change slightly to represent either the practices of different sects within the church of a deity or even the individual gifts granted to a single cleric (or druid for that matter). But I am concerned about balance. Are there any glaring balance issues that I should be made aware of? If so how would you suggest I fix them?

R_Chance |

I rather liked it. The different spells / powers for different deities you got with this 2E system was fun. It gave flavor, cut down on the spell list advantage clerics had and generally seemed like a good idea at the time. I suspect that many would find it too limiting and see immense problems with play balance. The amount of controversy that occured over the Cleric being limited to medium armor (and having to spend a feat to gain heavy) was considerable. I can only imagine the screams of horror that would occur if you limited their spell selection. It does make a certain amount of sense though, doesn't it?
Still. there are numerous balance issue inherant in this type of system, that were eliminated by giving everyone basically the same spell selection with a limited variation by domain. Certain priesthoods will be considered under powered and avoided by players and others will be favorites based on thier spells / powers.
If your going to go back to spheres I'd suggest doing away with the domains and giving the extra spell slots to a specific sphere (major access only) chosen by the priest / Cleric. Different sects within a god's priesthood would emphasize different spheres within his portfolio.
At this point you might consider the other variations the Complete Priests Handbook provided. That was an interesting little book. Armor, weapons, hit dice, granted powers by deity. Granted powers linked to spheres maybe. And a limited number of major and minor sphere accesses by deity level as well as class. Have a trade off of advantages / disadvantages to balance the differences. Extra feats or skills or granted powers to balance weapons / armor / hit dice variations.
A huge can of worms. Fun stuff but far off the beaten track for most 3.5 / PF games.

Klaus van der Kroft |

Well, well, well! I was just starting to work on this exact same thing after a nostalgia trip through my AD&D collection. Glad I found this topic first.
One thing I was considering is to have Major/Minor Spheres include some of the powers granted by Domains (after all, back then the manual said that granting Sphere-specific powers was a possible alternative, although completely optional under the core rules): Major Spheres would give access to the full range of power, while the Minor ones would give access only to a fraction (with the current 2-power system used by Pathfinder you could restrict the Minor Spheres to the initial power, although this would probably require tinkering to balance it, as clerics would be getting more powers than before, even if they are the initial ones).
I always thought that Spheres were a much more flavourful and interesting system than Domains, though I also like Domains very much, particularly the granted powers. Spheres are a great way to make clerics more distinct from each other and give more purpose to their spell repertoire. As you say, having a god of crops granting trips to other planes during prayer seems rather off (unless there is an Elemental Plane of Potato or something).
Top-notch job, me lad. I'll be stealing this very soon, as I have a new player joining with a cleric for my current campaign.

Can'tFindthePath |

Well, well, well! I was just starting to work on this exact same thing after a nostalgia trip through my AD&D collection. Glad I found this topic first.
One thing I was considering is to have Major/Minor Spheres include some of the powers granted by Domains (after all, back then the manual said that granting Sphere-specific powers was a possible alternative, although completely optional under the core rules): Major Spheres would give access to the full range of power, while the Minor ones would give access only to a fraction (with the current 2-power system used by Pathfinder you could restrict the Minor Spheres to the initial power, although this would probably require tinkering to balance it, as clerics would be getting more powers than before, even if they are the initial ones).
I always thought that Spheres were a much more flavourful and interesting system than Domains, though I also like Domains very much, particularly the granted powers. Spheres are a great way to make clerics more distinct from each other and give more purpose to their spell repertoire. As you say, having a god of crops granting trips to other planes during prayer seems rather off (unless there is an Elemental Plane of Potato or something).
Top-notch job, me lad. I'll be stealing this very soon, as I have a new player joining with a cleric for my current campaign.
You might consider just letting clerics choose two or three "sphere powers" instead of granting all they have access to.
Myself, when I think of using spell spheres again, I'm also thinking of building "priests of specific mythos". Now you must understand, I have always loathed the Specialty priests that TSR gave us after the PH. They were not what the PH was talking about, they were lazy and sloppy, and didn't have any cool powers at all; just a bunch of spell-like abilities of spells that you usually got at that level anyway!!

lordzack |

I like the idea of having more varied clerics, but I'm not sure either spheres or domains are the right way to go about it. I think for one thing there ought to be a wider variety of cleric types, instead of trying to fit every kind of priest into one class. I think there ought to be Crusaders (war-priests, probably only upto 6th level spells, but enhanced combat capabilities, also has some abilities that heal and aid they're allies), Invokers (blow stuff up with divine power, come in holy, unholy, and elemental flavors), Itinerants (Only light armor, but up to 9th level spells, really good at healing and buffing, with minor blasty abilities, the archetypal cloth priest basically. I named them itinerants because that's what they are, itinerant priests that wander doing they're deities will.), inquisitors (like the class in the APG), Zealots (like the crusader these are divine fighting men, but they're more focused on stealth and striking people down with holy power), etc. Now as I see it a religion would have more than one of these types, but some might be more common depending on the focus of the faith. A war god would certainly have more Crusaders and an elemental deity would have many Invokers that used the energy type associated with they're element. However there still might be variants associated with a particular faith, alternate class features and the like. There'd also certainly be prestige classes associated with particular faiths.

Nostri |

Ah cool, and I thought this thread had died. I guess that's what I get for giving up so quickly. I'll try to address everyone's questions.
Now first off, I understand that a number of people would cry fould at the thought of loosing power as a cleric. This would in turn make people have certain favorite deities to serve when they play clerics in order to optimize their available power and various priesthoods would be ignored as "sub-par" choices. To honest though it would kind of make sense, you don't get any good adventureing spells as a cleric to the goddess of the hearth so instead you play as a cleric of the god of war. Seems ok to me.
One of the reasons I'm keeping domains rather then go back to the sphere related powers (which I thought about) was actually to partially expand the spell list of a cleric. It doesn't come up that often but there a few spells that are on the domain list of a cleric that they might not otherwise be able to get as a cleric of that deity. This is especially true if the spell in question isn't even on the cleric list. Also I like the thought of powers being tied to domains rather then spheres. It means that different branches of the church can specialize in different things.
For example a god of craftsmen gives major access to the spheres of All, Combat, Creation and Summoning and minor access to the spheres of Astral, Guardian, Necromantic and Protection and gives access to the Artifice, Destruction, Knowledge, Law, Luck, Protection and Strength domains you could have a cleric of that deity worship his creative aspect and choose the Artifice and Knowledge domains whereas a different cleric could worship him as a deity of fortifications and get the Law and Protection domains. To me tying the "domain" powers to the spheres would cut down on this.

Nostri |

Bloody post monster cutting part of my post out, good thing I was writing it up in Word first...
As for the differing HD, BAB, skill access etc that would come with making true specialty priests in the vein of the suggestion in the 2nd Edition PH I think to some degree Pathfinder already does this. It's not as obvious since we've lost the four class groups that were in place then but they're still there in a vestigial kind of way. Clerics are the traveling priests doing their god's works out in the world. The itinerant priests that lordzack mentioned. Now I know they aren't exactly what was mentioned since the cleric class has weapon and armor capabilities beyond a true "cloth priest" but if you're going to be wandering around by yourself talking about a god that the people you're talking to might not like I'd certainly want something more then a robe and a stick between myself and them. The cleric also fits the "invoker" and "zealot" types that lordzack mentions assuming careful feat and skill selection and even multi-classing. Another type of "invoker" is the oracle class from the APG, this class could also fit the zealot and even the itinerant if you change a bit of the flavor around for them. The crusader type is filled by the paladin or a multi-classed cleric/fighter or cleric/barbarian. The paladin will fit this archetype even better once the APG comes out and the rules for the differently aligned paladin classes are out
That's one of the beautiful things about 3rd/3.5/Pathfinder in my mind, if you're willing to multi-class and not necessarily make the "optimal" choices you can make just about any archetype out there.
As for the domains FallingIcicle I touched on it a couple times without actually coming out and saying it. Clerics keep their domains access as normal for a cleric. You get everything from your domain that a cleric using the base rules would- bonus spells, domain powers etc.

![]() |

As for the differing HD, BAB, skill access etc that would come with making true specialty priests in the vein of the suggestion in the 2nd Edition PH I think to some degree Pathfinder already does this.
The UA Cloistered Cleric seems the 3rd edition version of this concept, with lower BAB, HD and armor / weapons, but some extra spells, an extra Domain and more skills.
The 'Holy Warrior' variant from the Golarion campaign setting, with more BAB and HD, and no Domains, goes in the other direction.
It would be neat to see that sort of versatility again. I spent hours coming up with variant Clerics for each of the major Realms dieties that we were using (long before TSR got around to doing the same), with different HD, skills, sphere access, etc. It was totally neat having the lightly armored swashbuckling thief-skilled Cleric of Tymora be *completely different* than the heavily-armored pseudo-Paladin Cleric of Torm in the same party.
A Cleric of Nethys and a Cleric of Gorum could be equally different, with one having limited access to some arcane spells, but light or no armor, while the other ends up looking more like a plate-clad Paladin with the Battle Blessing feat.

Majuba |

It looks like you put a ton of work into this. For someone who appreciated and liked the 2nd edition spheres, this would be rocking.
I, unfortunately, despised them, for the extreme mingling of cleric and druid spells (which I consider to be very distinct).
For example:
Protection sphere: - Barkskin [2nd]
Any deity that grants even minor access to Protection would give Barkskin - pretty much a druid/ranger/plant-domain only spell. I don't see a cleric of Iomedae or Abadar getting this at all.
But I'm just a 1st edition grognard, so if you like it, run with it. Certainly looks like you did a great job pulling it all together.

Nostri |

@ Set: In defense of my argument for multi-classing to achieve the feel of different specialty priests one could do the arcane and divine casting priest of Nethys by going cleric/wizard/mystic theugre and the warrior priest of Gorum by multi-classing cleric and fighter or barbarian.
However your descriptions of the specialty classes and examples from your old Realms game has got my creative juices flowing. I might have to make specialty priests now just to satisfy the curiosity as to what they'd end up looking like.
@ Majuba: What specifically about barkskin doesn't fit priests other then druids or ranger getting it? It's a bonus to AC via a boost to natural armor. If it's just the thematic elements that bother you when it's not a plant or nature deity granting the spell, change it. Nothing in the spell's rules is inherently nature themed except that it's a druid and ranger only spell.
For Iomedae the spell's not barkskin it's virtuous bulwark, a spell that gives the caster's skin the sheen of steel and is used by clerics and paladins of Iomedae to harden their flesh against the ravages of those that bring harm to others.
For Abadar the spell is now goldskin, the spell gives the priest's hide the appearence of gold while at the same time thickening it to turn back attacks. In legend the spell was granted first to a merchant priest of Abadar who was willing to give his life to protect his caravan, in a show of support to his cleric Abadar granted him the ability to cast goldskin to save his life from the bandits waylaying the caravan.