Priest Spell Spheres

Note: All orisons (0th level spells) are described on the website, usually with changes form the original source.

All Sphere

SpellType/LevelReversible?SchoolReference

Cure Minor WoundsC0/D0NoNecDra108

EmbossC0NoEnc/ChaNew

InvokeC0/D0NoInvNew

Magic SenseC0/D0NoDivNew

MeditationC0/D0NoEnc/ChaDra108

PreserveC0/D0NoAltDra120

SealC0NoEncNew

CeremonyC1/D1NoInvUA

CombineC1NoEvoUA

Purify Food & WaterC1YesAltPHB

(Un)Holy SymbolC2NoCon/SumUA

Dispel MagicC3/D4NoAbjPHB

Remove CurseC3YesAbjPHB

AtonementC5NoAbjPHB

CommuneC5NoDivPHB

QuestC5NoEnc/ChaPHB

Animal Sphere

SpellType/LevelReversible?SchoolReference

Bird CallD0NoEvoDra119

Identify AnimalD0NoDivNew

Insect RepellentD0YesDivNew

JoltC0/D0NoAltNew

PetD0NoEnc/ChaDra120

SlumberC0/D0NoChaDra120, New

Animal FriendshipD1NoEnc/ChaPHB

Invisibility to AnimalsD1NoAltPHB

Locate AnimalD1NoDivPHB

Speak with AnimalsD1/C2NoAltPHB

SpidereyesC1/D1NoAltFOR2

Charm Person or

MammalD2NoEnc/ChaPHB

MessengerC2NoEnc/ChaUA

Snake CharmC2NoEnc/ChaPHB

Hold AnimalD3NoEnc/ChaPHB

Summon InsectsD3NoConj/SumPHB

Animal Summoning ID4NoConj/SumPHB

Giant InsectC4YesAltUA

Giant SpiderC4NoAltFOR2

Repel InsectsD4NoAbj/AltPHB

Sticks to SnakesC4/D5YesAltPHB

Animal GrowthD5YesAltPHB

Animal Summoning IID5NoConj/SumPHB

Insect PlagueC5/D5NoConj/SumPHB

Spider SummoningD5NoConj/SumMenzoBS

Summon SpiderC5NoConj/SumFOR2

Animal SummoningIIID6NoConj/SumPHB

Anti-Animal ShellD6NoAbjPHB

Conjure AnimalsC6NoConj/SumPHB

Creeping DoomD7NoConj/SumPHB

ReincarnateD7NoNecPHB

Astral Sphere

SpellType/LevelReversible?SchoolReference

Speak with DeadC3NoNecPHB

Plane ShiftC5NoAltPHB

Astral SpellC7NoAltPHB

Chaos Sphere

SpellType/LevelReversible?SchoolReference

AspirationC0NoInvDra108

PortentC1NoDivUA

ConfusionD7NoEnc/ChaPHB

Charm Sphere

SpellType/LevelReversible?SchoolReference

SlumberC0/D0NoChaDra120, New

CommandC1NoEnc/ChaPHB

Remove FearC1YesAbjPHB

Charm Person

or MammalD2NoEnc/ChaPHB

EnthrallC2NoEnc/ChaUA

Hold PersonC2NoEnc/ChaPHB

Cloak of FearC4YesIll/PhaPHB

FeeblemindD6NoEnc/ChaPHB

Meld of LolthC6NoEnc/ChaMenzoBS

ConfusionD7NoEnc/ChaPHB

Combat Sphere

SpellType/LevelReversible?SchoolReference

BenedictionC0YesConj/SumDra108

EmpowerC0/D0NoEnc/ChaDra120, New

BlessC1YesConj/SumPHB

Magic StoneC1NoAltUA

ShillelaghD1NoAltPHB

AidC2NoNec, ConjUA

Flame BladeD2NoEvoUA

Spiritual HammerC2NoInvPHB

PrayerC3NoConj/SumPHB

Flame StrikeC5NoEvoPHB

Animate ObjectC6NoAltPHB

Spider BiteC6NoEvoFOR2

Finger of DeathD7NoEnc/ChaPHB

Fire StormD7YesEvoPHB

(Un)Holy WordC7NoConj/SumPHB

Creation Sphere

SpellType/LevelReversible?SchoolReference

PolishC0NoAltUA

Remove StainC0NoAltNew

SmokepuffC0NoAltNew

Create WaterC1/D2YesAltPHB

Create Food & WaterC3NoAltPHB

SpellwebC3NoEvoFOR2

Animate ObjectC6NoAltPHB

Blade BarrierC6NoEvoPHB

Heroes’ FeastC6NoEvoUA

Divination Sphere

SpellType/LevelReversible?SchoolReference

Edible PlantD0NoDivDra119

Identify AnimalD0NoDivNew

Identify PlantD0NoDivNew

Test SoilD0NoDivDra119

Test WaterD0NoDivNew

Detect BalanceD1NoDivUA

Detect EvilC1YesDivPHB

Detect Faerzress

RadianceC1NoDivNew

Detect MagicC1/D1NoDivPHB

Detect PoisonD1NoDivPHB

Detect Snares & PitsD1NoDivPHB

DowsingD1NoDivNew

Locate AnimalD1NoDivPHB

Penetrate DisguiseC1NoDivUA

PortentC1NoDivUA

Predict WeatherD1NoDivPHB

Speak with AnimalsD1/C2NoAltPHB

AuguryC2NoDivPHB

Detect CharmC2YesDivPHB

Detect LifeC2NoDivUA

Find TrapsC2NoDivPHB

Know AlignmentC2/D3Yes/NoDivPHB/UA

Locate PlantsD2NoDivPHB

MindtouchC2NoDivFOR2

Reflecting PoolD2NoEvo, DivUA

Locate ObjectC3YesDivPHB

Speak with DeadC3NoNecPHB

Detect LieC4YesDivPHB

DivinationC4NoDivPHB

Locate Faerzress

RadianceC4NoDivNew

Speak with PlantsC4/D4NoAltPHB

TonguesC4YesAltPHB

Commune with NatureD5NoDivPHB

Magic FontC5NoDivUA

True SeeingC5YesDivPHB

Find the PathC6YesDivPHB

Speak with MonstersC6NoAltPHB

Stone TellC6NoDivPHB

Elemental (All) Sphere

SpellType/LevelReversible?SchoolReference

Commune with NatureD5NoDivPHB

Elemental (Air) Sphere

SpellType/LevelReversible?SchoolReference

Dust DevilC2NoConj/SumUA

Water BreathingD3YesAltPHB

Air WalkC5NoAltUA

Control VaporsD5NoAltFR4

Control WindsD5NoAltPHB

Aerial ServantC6NoConj/SumPHB

Wind WalkC7NoAltPHB

Elemental (Earth) Sphere

SpellType/LevelReversible?SchoolReference

Detect Snares & PitsD1NoDivPHB

Meld into StoneC3NoAltUA

Stone ShapeD3NoAltPHB

Stone WalkC4NoAltMenzoBS

Spike StonesC5/D5NoAlt, EncUA

Transmute Rock to

MudD5YesAltPHB

Stone TellC6NoDivPHB

Transmute Water to

DustD6YesAltUA

Animate RockD7NoAltPHB

Conjure Earth

ElementalD7YesConj/SumPHB

EarthquakeC7NoAltPHB

Transmute Metal to

WoodD7NoAltPHB

Elemental (Fire) Sphere

SpellType/LevelReversible?SchoolReference

CandleC0NoAltDra108

FlamefingerC0/D0NoEvoDra120

DarkfireC2NoAltFOR2

Fire TrapD2NoEvoPHB

Flame BladeD2NoEvoUA

Heat MetalD2YesAltPHB

Produce FlameD2NoAltPHB

Continual HeatC3YesAltNew

PyrotechnicsD3NoAltPHB

Produce FireD4YesAltPHB

Flame StrikeC5NoEvoPHB

Wall of FireD5NoEvoPHB

Conjure Fire

ElementalD6YesConj/SumPHB

Fire SeedsD6NoConjPHB

Chariot of SustarreD7NoEvoPHB

Fire StormD7YesEvoPHB

Elemental (Water) Sphere

SpellType/LevelReversible?SchoolReference

HumidityC0/D0YesAltDra120

DowsingD1NoDivNew

Purify WaterD1YesAltPHB

Create WaterC1/D2YesAltPHB

PrecipitationC1/D1NoAltUA

CloudburstC3/D3NoAltUA

Water BreathingD3YesAltPHB

Water WalkC3NoAltUA

Lower WaterC4YesAltPHB

Transmute Rock to

MudD5YesAltPHB

Part WaterC6NoAltPHB

Transmute Water to

DustD6YesAltUA

Guardian Sphere

SpellType/LevelReversible?SchoolReference

Silence 15’ RadiusC2NoAltPHB

Wyvern WatchC2NoEvoUA

AttunementC4NoAlt, NecFOR2

GolemC5NoEnc/ChaUA

LiveoakD6NoEncUA

RepulsionC7NoAbjFOR2

Healing Sphere

SpellType/LevelReversible?SchoolReference

NumbC0/D0NoNecDra120

Cure Light WoundsC1/D2YesNecPHB

Slow PoisonC2/D2NoNecPHB/UA

Cure BlindnessC3YesAbjPHB

Cure DiseaseC3/D3YesAbjPHB

Neutralize PoisonD3/C4YesAltPHB

Remove ParalysisC3YesAbjUA

Cure Serious WoundsC4/D4YesNecPHB

Cure Critical WoundsC5/D6YesNecPHB

HealC6YesNecPHB

Cloak of GaerC7NoNecMenzoBS

RegenerateC7YesNecPHB

Law Sphere

SpellType/LevelReversible?SchoolReference

Necromantic Sphere

SpellType/LevelReversible?SchoolReference

Undead BattlemightC1NoNecMenzoBS

AidC2NoNec, ConjUA

Feign DeathD2/C3NoNecPHB

Animate DeadC3NoNecPHB

Death’s DoorC3NoNecUA

Speak with DeadC3NoNecPHB

Animate Dead

MonstersC5NoNecUA

Raise DeadC5YesNecPHB

Undead RegenerationC5YesNecFOR2

ReincarnateD7NoNecPHB

RestorationC7YesNecPHB

ResurrectionC7YesNecPHB

Numbers Sphere

SpellType/LevelReversible?SchoolReference

Plant Sphere

SpellType/LevelReversible?SchoolReference

Edible PlantD0NoDivDra119

Identify PlantD0NoDivNew

RipenD0NoAltDra108

SproutD0NoAltUA

EntangleD1NoAltPHB

Pass without TraceD1NoEnc/ChaPHB

ShillelaghD1NoAltPHB

GoodberryD2YesAlt, EvoUA

Locate PlantsD2NoDivPHB

TripD2NoEnc/ChaPHB

Warp WoodD2NoAltPHB

Plant GrowthD3NoAltPHB

SnareD3NoEnc/ChaPHB

Spike GrowthD3/C4NoAlt, EncUA

TreeD3NoAltPHB

Hallucinatory ForestD4YesIll/PhaPHB

Hold PlantD4NoEnc/ChaPHB

Plant DoorD4YesAltPHB

Speak with PlantsC4/D4NoAltPHB

Sticks to SnakesC4/D5YesAltPHB

Anti-Plant ShellD5NoAbjPHB

Pass PlantD5NoAltPHB

Fire SeedsD6NoConjPHB

LiveoakD6NoEncUA

Transport via PlantsD6NoAltPHB

Turn WoodD6NoAltPHB

Wall of ThornsD6NoConj/SumPHB

ChangestaffD7NoEvo, EncUA

Transmute Metal to

WoodD7NoAltPHB

Protection Sphere

SpellType/LevelReversible?SchoolReference

Insect RepellentD0YesDivNew

Protection from

Magical CreaturesC0NoAbjDra108

Cloak of Dark Power C1NoAlt, EvoMenzoBS

Endure ColdC1YesAltUA

Invisibility to AnimalsD1NoAltPHB

Invisibility to UndeadC1NoIll/PhaUA

Protection from EvilC1YesAbjPHB

Resist ColdC1NoAltPHB

SanctuaryC1NoAbjPHB

BarkskinD2NoAltPHB

Resist FireC2NoAltPHB

RevenanceC2NoNecMenzoBS

Conceal ItemC3NoIll/PhaMenzoBS

Flame WalkC3NoAltUA

Magical VestmentC3NoConj, AltUA

Negative Plane

ProtectionC3NoAbjUA

Protection from FireD3NoAbjPHB

Venom ImmunityC3/D3NoNecFOR2

PasswebC4NoAbj, AltFOR2

Protection from Evil

10’ RadiusC4YesAbjPHB

Protection from

LightningD4NoAbjPHB

Repel InsectsD4NoAbj/AltPHB

Spell ImmunityC4YesAbjUA

Anti-Plant ShellD5NoAbjPHB

Anti-Animal ShellD6NoAbjPHB

Spider BiteC6NoEvoFOR2

Word of RecallC6NoAltPHB

Cloak of GaerC7NoNecMenzoBS

SuccorC7YesAlt, EncUA

Summoning Sphere

SpellType/LevelReversible?SchoolReference

Dust DevilC2NoConj/SumUA

Summon InsectsD3NoConj/SumPHB

AbjureC4YesAbj

Rev:Conj/SumUA

Animal Summoning ID4NoConj/SumPHB

Call Woodland BeingsD4NoConj/SumPHB

ExorciseC4NoAbjPHB

Animal Summoning IID5NoConj/SumPHB

Dispel EvilC5YesAbjPHB

Insect PlagueC5/D5NoConj/SumPHB

Spider SummoningD5NoConj/SumMenzoBS

Summon SpiderC5NoConj/SumFOR2

Aerial ServantC6NoConj/SumPHB

Animal SummoningIIID6NoConj/SumPHB

Conjure AnimalsC6NoConj/SumPHB

Conjure Fire

ElementalD6YesConj/SumPHB

Conjure Earth

ElementalD7YesConj/SumPHB

Creeping DoomD7NoConj/SumPHB

ExactionC7NoEvo, AltUA

GateC7NoConj/SumPHB

SuccorC7YesAlt, EncUA

Sun Sphere

SpellType/LevelReversible?SchoolReference

BluelightC0NoConjUA

Minor DarknessC0NoConjNew

LightC1YesAltPHB

Continual LightC1YesAltPHB

StarshineD3NoEvo, IllUA

MoonbeamD5NoEvo, AltUA

SunrayD7NoEvo, AltUA

Thought Sphere

SpellType/LevelReversible?SchoolReference

Imbue with Spell

AbilityC4NoEnc, AltUA

TonguesC4YesAltPHB

Imbue Undead with

Spell AbilityC5NoNecMenzoBS

Time Sphere

SpellType/LevelReversible?SchoolReference

WithdrawC2NoAltUA

Travelers Sphere

SpellType/LevelReversible?SchoolReference

SpiderclimbC1NoAltFOR2

Control Temperature,

10’ RadiusD4NoAltPHB

Transport via PlantsD6NoAltPHB

War Sphere

SpellType/LevelReversible?SchoolReference

ChantC2NoPHB

Wards Sphere

SpellType/LevelReversible?SchoolReference

Fire TrapD2NoEvoPHB

Glyph of WardingC3NoAbj, EvoPHB

SnareD3NoEnc/ChaPHB

ForbiddanceC6NoAbjUA

SymbolC7NoConj/SumPHB

Weather Sphere

SpellType/LevelReversible?SchoolReference

HumidityC0/D0YesAltDra120

Faerie FireD1NoAltPHB

PrecipitationC1/D1NoAltUA

Predict WeatherD1NoDivPHB

ObscurementD2NoAltPHB

Call LightningD3NoAltPHB

CloudburstC3/D3NoAltUA

Continual Faerie Fire D3NoAltFOR2

Control Temperature,

10’ RadiusD4NoAltPHB

Control WindsD5NoAltPHB

RainbowC5NoEvo, AltUA

Weather SummoningD6NoConj/SumPHB

Control WeatherC7/D7NoAltPHB

Dwarven Spells

SpellLevelRev?SchoolRef.Sphere(s)

Detect Harmful Gas1NoDivDra129Div, Elem (Air)

Detect Metal &

Minerals1NoDivDra129Div, Elem (Earth)

Enchant Runestones2NoAlt, EvoDra129All

Forge Fire2NoAltDra129Elem (Fire)

Earth Sense3NoDivDra129Div, Elem (Earth)

Lightning Water3NoConj/Sum, AltDra129Elem (Water),

Sum, Weather

Stone Shape3NoAltPHB (MU5)Elem (Earth)

Dig4NoEvoPHB (MU4)Elem (Earth)

Magnetism4YesAltOA (WJ3)Elem (Earth)

Pillar of Borogar4NoAltDra129Elem (Earth)

Restore Earth4NoAltDra129Elem (Earth)

Circle of Stone5NoEvoFR11Prot

Commune with Earth5NoDivDra129Div, Elem (Earth)

Doom Curse5YesAltFR11Nec

Melt Metal5NoEvoOA (WJ4)Elem (Earth)

Mother Lode5NoDivDra129Div, Elem (Earth)

Passage5NoAltFR11Elem (Earth)

Rune of Power5NoAbj, EvoFR11All

Stoneskin5NoAltUA (MU4)Prot

Strength5NoAltPHB (MU2)Combat

Transmute Rock to Elem (Earth), Elem

Mud5YesAltPHB (MU5) (Water)

Create Machine6NoConj/SumDra129All

Hand of Borogar6NoAlt, Conj/SumDra129Elem (Earth)

Metal Skin6NoAltOA (WJ5)Elem (Earth), Prot

Move Earth6NoAltPHB (MU6)Elem (Earth)

Rust to Metal6NoAltOA (WJ6)Elem (Earth)

Stone to Flesh6YesAltPHB (MU6)Elem (Earth)

Wall of Stone6NoEvoPHB (MU5)Elem (Earth)

Warp Stone6NoAltOA (WJ6)Elem (Earth)

Elemental Servant7NoConj/Sum,Elem (Earth), Elem

Enc/ChaOA (WJ7) (Fire), Sum

Renew Deposit7NoAlt, EvoDra129Elem (Earth)

Rune Chant7NoAbj, EvoFR11All

Rune of Impregnable

Defense7NoAlt, EvoDra129Wards

Wall of Iron7NoEvoPHB (MU5)Elem (Earth)

Spheres:

All: Spells granted to all priests. Essential for them to perform their full range of duties. Purify food and water is here because it’s essential to producing (un)holy water. Quest and atonement are often required for members of the faith who stray to regain their full standing. And so on for other spells. Spells that may also fit in other spheres (such as quest in charm) will only be found here since all specialty priests have access to this sphere.

Animal: Spells that affect or alter creatures. It does not include spells that affect people (generally).

Astral: Spells that enable movement or communication between the different planes of existence are not meant to summon those who dwell there.

Chaos: Give the spellcaster the ability to add randomness and confusion to the world around him. Some of the spells change the probability of the outcomes of events, while others offer protection against Lawful influences.

Charm: Spells that affect the attitudes and actions of people through mental force or control.

Combat: Spells are those that can be used to directly attack or harm the enemies of the priest or his mythos. Also includes some spells that aid in direct attacks (such as bless).

Creation: Spells enable the priest to produce something from nothing, often to benefit his followers. Includes creating pure elements but not effects when an element is involved (create water creates water but wall of fire and chariot of Sustarre both create fire and an effect). In these cases elemental sphere applies. The only references I can find on animate object state it is creation but I have no idea why. And if it’s creation why isn’t animate rock? or trip?

Divination: Enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information.

Elemental (All): Spells that are accessible to any priest able to access any one or more elemental spheres.

Elemental (Air): Spells that affect the element of air.

Elemental (Earth): Spells that affect the element of earth.

Elemental (Fire): Spells that affect the element of fire.

Elemental (Water): Spells that affect the element of water.

Guardian: Spells that 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. Silence 15’ radius fits here because it doesn’t do damage (and so isn’t combat) and isn’t purely defensive, protecting the caster or another from sound. Any suggestions on a better placement would be appreciated (if this were the definition then things like wall of fire, spike stones, blade barrier, and wall of thorns would fit here—yet blade barrier and wall of thorns are the only other two 2nd Ed says should be here).

Healing: Spells that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life. Healing spells are generally those that can occur naturally but just speed up the process or even ensures it happens (e.g. regeneration can occur naturally—like lizard’s tails--but doesn’t usually).

Law: The Sphere of Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that the individual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimes harmfully.

The beneficial spells of the Sphere of Law draw upon the first principle. Such spells coordinate the power of a group of characters. By using spells of this sphere, individuals who work closely together can become focused into a strong, united force.

The harmful spells of the sphere draw upon the second principle; they take the concept of law one step too far and prevent the individual from operating with a free will. These spells limit a person's choices and obliterate spontaneity and individual thought and action. Whereas beneficial spells draw a group together, harmful spells isolate the individual or even subjugate him to the commands of another person. These are also the spells that protect against Chaos spells.

Necromantic: Spells that restore to or remove from a creature some element of its life-force that has been totally destroyed or add to that life force (aid).

Numbers: The Sphere of Numbers revolves around the concept that numbers and mathematical relationships between numbers represent the "core truths" of reality or the "secrets of the universe." By studying numbers and their relationships, some scholars believe they can learn truths otherwise inaccessible; by manipulating numbers, they believe they can actually alter the fabric of reality.

This sphere uses spells that allow a priest to comprehend and use the mysteries of numbers. Since many of these spells are incredibly intricate and depend on very esoteric concepts in mathematics and hypermathematics.

Plant: Spells that affect plants, ranging from simple agriculture (improving crops and the like) to communicating with plant-like creatures. Trip goes here because it uses a naturally occurring plant-based object as its component which may even be part of a living plant. And because I can find no better place for it.

Protection: Spells that create mystical shields to defend the priest or his charges from attacks and affects.

Summoning: Spells that call creatures from other places, or even other dimensions, to the service of the priest.

Sun: Spells that deal in the basic powers of the solar universe—the purity of light and its counterpart darkness.

Thought: The Sphere of Thought is rooted in the philosophy of mentation and the effects of mental acts and structures on reality. Priests of this sphere believe that the common conception of the thought (i.e., a more-or-less objective analysis of sensory input which is in turn an objective perception of reality) is fallacious and misleading. These philosophers maintain that thought is and must be tied closely to reality. In effect, they believe that the thinker, the thought, and the subject of that thought somehow interact. Thus, thinking about an object or condition can sometimes cause a physical change in that object or condition.

Philosophers of this sphere also believe that once a thought has been created ("once a thought is thought"), it exists as a "freestanding mental object." This "thought object" can sometimes be detected and manipulated.

Tongues belongs here because its reverse actually transforms spoken words in its area of effect so they cannot be understood. It is this idea of the thought as an object that can be manipulated that places this spell here (more technically only the reverse belongs here since the other speak with spells don’t go here).

Time: The spells of the Sphere of Time explore ways in which time can be altered and perceived. These spells manipulate the effects of the passage of time on objects and creatures and can also affect the passage of time itself.

Travelers: Spells of this sphere provide aid and comfort to travelers, making their journeys safer, easier, and more enjoyable.

War: The Sphere of War involves magic specifically for use on the battlefield--in mass combat between large units. Usually, these spells are granted by deities of war: those Powers who believe that victory and courage in battle are the ultimate goals for mortals.

There are significant differences between the spheres of War and Combat. Combat spells are those the priest can use in personal altercations. These spells inflict physical damage on an opponent or improve the combat abilities of the priest and several comrades. War spells, on the other hand, are concerned with aspects of large-scale battles other than direct infliction of damage: observation, identification, movement, morale, and the like. Few spells of this sphere inflict physical damage on the enemy. Chant is a war sphere spell due to its casting time (1 turn) and duration (nearly unlimited) which make it much more useful in mass combat situations than minor altercations. It also has a large area of effect.

Wards: This sphere includes spells that provide protection of clearly defined areas, ranging from small objects to entire villages. The magical boundaries established by these spells prevent entry or negate the effects of specific creatures, energies, or conditions. Most triggered spells fall in this area (providing they are meant for defense). Many wards sphere spells require significant preparation to use.

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. In general these spells seek to manipulate, predict, or generate a weather effect that involves the elements, particularly water and air. Unless the effect is specific to an element (e.g., precipitation specifically effects on the water in the air), however, these spells are not also elemental. Though all my references agree faerie fire also goes here I’m unsure how. I don’t know where it should go, however, so I’ve kept it here. Any suggestions would be appreciated. Rainbow doesn’t seem to fit here except it warps a weather phenomenon into something usable by the caster. I have no idea where it should actually go. It’s definitely not sun (as 2nd Ed has it) since it doesn’t create any light or darkness.