Deities of nature and husbandry typically operate in this sphere.Īstral is a small sphere of spells that enable movement or communication between the different planes of existence. It does not include spells that affect people. This group includes spells the priest needs to perform basic functions.Īnimal spells are those that affect or alter creatures. There are no Powers (deities) of the Sphere of All. The combination of major and minor accesses to spheres results in a wide variation in the spells available to priests who worship different deities.Īll refers to spells usable by any priest, regardless of mythos. (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.Ī 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 priest's deity will have major and minor accesses to certain spheres, and this determines the spells available to the priest. The DM has the final choice in all situations.Ī priest of a particular mythos is allowed to cast the spells from only a few, related spheres. There may be a particular legend associated with the deity, tying it to some powerful artifact weapon (Thor's hammer, for example). These are often cultural, reflecting the weapons used by the people of the area. Of course there are many other reasons a deity might be associated with a particular weapon or group of weapons. Given below are some suggested weapons, but many more are possible (the DM always has the final word in this matter).īow and arrows, javelin, light lance, sling, spearīattle axe, mace, morning star, spear, sword A deity of peace and harmony might grant only the simplest and least harmful weapons-perhaps only lassoes and nets. An agricultural deity might emphasize weapons derived from farm implements-sickles and bills, for example. A war deity might allow his priests to fight with spears or swords. Indeed, some require their priests to use swords, spears, or other specific weapons. Not all mythoi are opposed to the shedding of blood. Most deities demand a specific type of behavior from their followers, and this will dictate alignment choices. One whose sphere is art and beauty should demand high Wisdom and Charisma (16 or better). ![]() A god of battle, for example, should require strong, healthy priests (13 Str, 12 Con). Beyond this, your DM can set other requirements as needed. All priests, regardless of mythos, must have Wisdom scores of at least 9. These usually involve minimum ability scores and mandatory alignments. Priesthood in any mythos must be defined in five categories: requirements, weapons allowed, spells allowed, granted powers, and ethos.īefore a character can become a priest of a particular mythos, certain requirements must be met. If your character follows a particular mythos, expect him to have abilities, spells, and restrictions different from the generic cleric. If the option is open (and only your DM can decide), you may want your character to adhere to a particular mythos, taking advantage of the detail and color your DM has provided. However, a DM who has taken the time to create a detailed campaign world has often spent some of that time devising elaborate pantheons, either unique creations or adaptations from history or literature. In the simplest version of the AD&D game, clerics serve religions that can be generally described as “good” or “evil.” Nothing more needs to be said about it the game will play perfectly well at this level.
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