Divine spheres, quick reference guide

Sphere List with their casting dice pools
  1) Air (Wits + Athletics)
  2) Animal (Charisma + Animal Ken)
  3) Augmentation (Charisma + Leadership)
  4) Crafts (Manipulation + Crafts)
  5) Earth (Strength + Athletics)
  6) Embody (Stamina + Theology)
  7) Fire (Stamina + Athletics)
  8) Healing (Charisma + Medicine)
  9) Hexing (Manipulation + Theology)
  10) Illumination (Perception + Theology)
  11) Necromancy (Manipulation + Theology)
  12) Plant (Charisma + Hearth Wisdom)
  13) Protection (Wits + Theology)
  14) Purification (Stamina + Hearth Wisdom)
  15) Spirit (Charisma + Theology)
  16) Water (Dexterity + Athletics)
  17) Weather (Stamina + Survival)
  18) Wrath (Strength + Theolog)
 
 
  Favored Spheres
  Each of the Nine specializes in different aspects of nature and civilization and each of the Nine has preferences in how they interact with mortals. A divine spell-caster is not required to learn any of the magic favored by his or her divine patron, but divine spell-casters get a -1 difficulty bonus when using their divine patron’s favorite spheres.
  Maylar: Animal, Hexing, Wrath
  Mera: Healing, Protection, Purification
  Korus: Animal, Plant, Purification
  Nami: Augmentation, Hexing, Weather
  Greymoria: Animal, Hexing, Necromancy
  Khemra: Augmentation, Illumination, Purification,
  Zarthus: Augmentation, Hexing, Illumination
  Hallisan: Augmentation, Crafts, Protection
  Phidas: Embody, Protection, Purification
  Pantheon: (pick three) Animal, Augmentation, Hexing, Protection, Purification

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Cover image: Composite Display of the Nine's portraits by Zeta Gardner

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