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.