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Matter:

Major Access to All, Animal, Elemental (Earth), Plant, and Summoning; Minor
Access to Combat, Creation, Divination, and Healing.

Law, Animal, Earth, Plant, War, Strength, Healing, Knowledge, Creation*, Artifice*

[Law, Animal, Earth, Plant, Community*]

Energy:
Major Access to All, Creation, Elemental (Fire), Sun, and Weather; Minor Access to
Combat, Guardian, Healing, and Summoning.

Chaos, Fire, Sun, War, Protection, Healing, Magic, Luck, Weather*, Creation*

[Chaos, Fire, Sun, Creation*, Weather*, Magic, Luck]

Time:
Major Access to All, Creation, Divination, Elemental (Water), and Healing; Minor
Access to Animal, Necromantic, Plant, and Sun.

Water, Knowledge, Healing, Animal, Death, Plant, Sun, Trickery, Creation*

[Creation*, Water, Knowledge, Healing, Repose*]

Thought:
Major Access to All, Astral, Elemental (Air), Divination, and Summoning; Minor
Access to Charm, Guardian, Healing, and Weather.

Air, Knowledge, Healing, Protection, Charm*, Travel, Weather*, Liberation*

[Air, Travel, Knowledge, Liberation*]

Entropy:
Major Access to All, Combat, Divination, Healing (reverse only), and Necromantic
(including reverse); Minor Access to Elemental (reverse only), Plant (reverse only),
Summoning, and Weather.

War, Chaos, Evil, Death, Destruction, Knowledge, Trickery, Luck, Weather*,


Madness

[War, Destruction, Death, Knowledge, Evil, Madness*]

Unfortunately, these recommendations don't include the spheres from the Tome of
Magic. Clearly Time should have major access to Time, and Thought should have
major access to Thought (and probably Numbers too). the Law and Chaos spheres
could easily be assigned based on the Immortals' D&D alignments (with Neutral
choosing one or the other). The Travelers sphere could be granted to Matter and/or
Energy; War could be granted to Entropy; Wards could be granted to all of them.

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