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Spheres. Hey wanna see my Spheres?

Test Post
On the subject of Spheres, I found this at <a href="https://docs.google.com/document/d/1SV2GGWtGTEC2Sgm9i2_L-yjIVQIH_xmmlUo2adZUZF8/edit" rel="nofollow">https://docs.google.com/document/d/1SV2GGWtGTEC2Sgm9i2_L-yjIVQIH_xmmlUo2adZUZF8/edit</a> and I am not sure I confused myself any less with it. All: Spells of this sphere represent the basic class abilities that should be available to all priest characters, regardless of specialization. Spells that deal with direct manifestations of a deity’s power, such as bless, chant, and gate are included, as well as a few spells that are so general that all priests may make use of them, such as detect magic, remove curse, and atonement. Animal (Combined into Nature): Spells that influence or alter creatures are found in the sphere of animal. Most animal spells do not affect people. Powers of nature or husbandry often grant spells of this sphere. Astral (Combined into Travel): The astral sphere deals with communication and movement between the various planes of existence. Priesthoods of philosophy or travel sometimes have access to this sphere. Chaos: Priests with access to this sphere command spell powers that increase randomness and confusion to the world around them. Deities of mischief and ill luck often grant spells of chaos. Charm: Charm spells usually affect the attitudes and actions of people. Powers of love, trickery, or art often grant access to this sphere. The sphere is also useful when dealing with hostile enemies or unbelievers, and many expansive faiths deal with this sphere as well. Combat (Combined into War): Naturally, combat spells are used to attack or injure the enemies of the faith. Since most priests have an interest in self-defense, a great number of faiths have access to the sphere of combat. Creation (Combined into Travel): Creation spells allow the priest to produce food, water, light, or other things from nothing. Create water and continual light are good examples. Prime creator powers often grant access to this sphere. Death: Spells of the necromantic sphere deal with the forces of life and death, including raise dead and resurrect. These spells are also quite useful in dealing with undead monsters. Divination: This useful sphere allows the priest to discern the safest course of action, detect hidden things, or discover hidden knowledge. It is the province of deities of learning and wisdom. Elemental: The four basic elements of creation—air, earth, fire, and water—are dealt with in this sphere. Powers of nature or powers with elemental interests typically grant access to at least part of this sphere. Very few priests have access to all four elements. Guardian: Priesthoods charged with the protection of holy places often have access to this sphere. Spells that help a guardian to perform his task are included as well as spells that create or enforce magical barriers over a person or area. Law: The sphere of law is the antithesis of the sphere of chaos. Law spells concentrate on the principle of obedience and the strength of the group over the strength of the individual. Deities of rulership and community are likely to have influence in this sphere. Life: This sphere deals with all forms of healing spells, except those which restore life or manipulate the subject’s life force. Nature: This sphere deals with plants, vegetation, and spells that influence or alter creatures of all kinds, from agricultural to wilderness settings. Powers of nature, agriculture, or husbandry often grant spells of this sphere. Plant (Combined into Nature): This sphere deals with plants and vegetation of all kinds, from agricultural to wilderness settings. Priests of nature or agriculture are often granted access to this sphere. Protection: While this sphere is related to the guardian sphere, protection spells generally enable the priest to protect people, not places. Many of these spells are very useful in combat, and militant priests often have access to this sphere. Shadow: All the spells in this sphere are linked by the common effects of shadow and darkness. The cleric can make use of a number of illusion spells dealing with the Demiplane of Shadow and shadow stuff, including shadow monsters, darkness 15’ radius, and shadow walk. Summoning: Summoning spells call creatures to serve the priest. Even extradimensional creatures can be summoned at higher levels. This sphere has been revised to include a modest selection of spells suitable for dismissing summoned creatures. Sun: Solar spells deal with light of different qualities in a variety of ways. Spells such as starshine and Sol’s searing orb are included in the sphere of sun. Travel: Spells of this sphere provide aid and comfort to travelers and pilgrims. Deities of wayfarers both peaceful and militant may make these spells available to their followers. War: Unlike the sphere of combat, the sphere of war deals specifically with magic useful on the battlefield in clashes between armies. War spells can affect hundreds of soldiers at a time. Wards (Combined into Guardian): The sphere of wards includes spells that provide protection for clearly defined areas, ranging from single objects to whole communities. It is related to the sphere of guardian, but the sphere of wards only creates barriers or obstacles to deter intrusion; ward spells do not necessarily enhance the priest’s ability to defend the area. In addition, many ward spells are cooperative in nature and provide protection for bodies of believers instead of holy sites. Weather: This sphere is concerned with the forces of weather, including wind, fog, lightning, and weather control. Powers of nature and tempests often have influence in this sphere. ----------- At <a href="http://www.seads.org/TSR/clerics_and_priests.htm" rel="nofollow">http://www.seads.org/TSR/clerics_and_priests.htm</a> I found: 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. I then found references to other Spheres such as: <a href="http://home.online.no/~rahag/AD&D/Spells_&_Magic" rel="nofollow">http://home.online.no/~rahag/AD&D/Spells_&_Magic</a>.... The standard spheres from the Player’s Handbook are the spheres of all, animal, astral, charm, combat, creation, divination, elemental (with the lesser spheres of air, earth, fire, and water ), g uardian, healing, necromantic, plant, protection, summoning, sun, and weather. In addition, the Tome of Magic adds the spheres of chaos, law, numbers, thought, time, travelers, war, and wards. Figuring out what fits for a Kemetic Pantheon priest is challenging, mostly because of exclusions. For Horukh I figured Animal wouldn’t apply much, since he wouldn’t want to get critters in trouble, and Astral is way above his pay grade. Charm would probably be a no-go, but I am unsure. I used to be concerned about taking Creation because I was afraid I’d step on Kryikh’s fine feathered toes, but after gaming with Gray a while, I know it’s cool. It could be exciting too, with Horukh’s engineering acumen, divine insights in Creation , and Kryikh’s arcane abilities with Transmutation , working together could be terrific. Nextly, Divination seemed obvious because of Horukh’s curse of visions, but maybe not; Necromantic, though, makes a lot of sense because of the Kemetic dogma of life, death, undeath, transformation, rebirth and so forth---it isn’t automatically evil stuff. I don’t see Summoning ever coming into play, and Weather makes sense for someone who is a seabird like he is. I haven’t read up on the Tome of Magic Spheres yet except an excerpt from someone’s website of the Thought sphere, which seemed logical. Lastly for this post, This document looked very interesting, since it has pretty much the whole neat-o shebang for priest spells as far as I can tell: <a href="http://www.istari.org/gnba/spells/gnpb/priests.pdf" rel="nofollow">http://www.istari.org/gnba/spells/gnpb/priests.pdf</a>
Healing and protection are two classic Cleric & Priest domains. However Horukh may want something that matches his Egyptian based religion... Sun, Creation, and Divination seem like good fits.
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I feel that we already approved the Sphere list that you picked out with Jennifer earlier. So we don't need to mess with Spheres again, until after we complete the Spell List from the spheres you got listed already. Let's work together (PARTY) to complete Horukh's spell list. Someone please take extra initiative and work with Larry to complete the list. Follow template here on this next link, <a href="https://app.roll20.net/forum/post/2255411/characte" rel="nofollow">https://app.roll20.net/forum/post/2255411/characte</a>... It will require some organizational work to copy-paste the spell names into the format that's needed. It's the most important thing for Larry's character, and is important for the party, and may prove the difference between TPK or not, so I highly encourage completing this task immediately (if not sooner). I will reconsider changes to your Spheres list after we see the Spell List in the format that I want, based on the existing Spheres that you have which I approved earlier. I agree with Torvald that&nbsp;Sun, Creation, and Divination would be good fits. &nbsp;If Horukh doesn't have those, when the initial spell list is completed, I will consider adding any missing spheres at that time. How can I emphasize it? We need to get Horukh's spell list written sorted By-Level , in a prompt and efficient manner.&nbsp;
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I'm really not wanting to be a harsh DM, I do really strongly want to focus on my DM Prep for upcoming adventures, I hope you can get my drift. Can I count on Players to complete Horukh's spell list in the requested format, well in advance of next session?
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<a href="https://drive.google.com/file/d/0B9iYBLNphu5jb241d" rel="nofollow">https://drive.google.com/file/d/0B9iYBLNphu5jb241d</a>...
Holy crap, is that a spreadsheet?!&nbsp; I have never gotten the hang of spreadsheets!&nbsp; Like vector graphics, people who know them well say "Oh they're easy!" but I have yet to grasp them mentally.&nbsp; Yet I used to be a signmaker and graphic artist!&nbsp; I did it all raster.&nbsp; Even the logos I do for media are painted.&nbsp; A spreadsheet... that is neat!