Clerics of the Spheres
For those who wish to play a cleric yet do not wish to follow a specific Immortal, I offer the possibility to worship a particular Sphere of Influence. For Mystara, this works better than the usual alignment-based cleric found in other campaigns. Clerics of a specific Immortal or church are priests and act as spiritual leaders, preaching the dogma of their particular patron to their congregations. A cleric of a Sphere of Influence, however, is more of a philosopher - using logic or reason to tout the importance of a particular Sphere's place in the natural order of the universe.
Each Sphere has its own set of Domains based on the interests of the Sphere in general, rather than the specific interests of its Immortal members. Similarly, each Sphere has an alignment requirement independent of the Immortals who serve it.
Clerics of a Sphere draw power from the energies of those planes associated with the different Spheres rather than from specific Immortal patrons. As such, these clerics do not advance the teachings of any one Immortal, or even a specific pantheon, rather they are devoted to furthering the goals of a specific Sphere of Influence (ie: a cleric of Time seeks to promote change, while a cleric of Matter would spread the virtues of order in all things).
The Sphere of Matter
This Sphere is closely related to the element of earth. Its purpose is to withstand destruction and decay. This Sphere stands for sturdiness and stability. Matter, in its three forms, is the building block of all things. Even in decay, matter uses the elements to create new forms. Matter is rich in variety and easily mutable to any form. Matter represents the Lawful alignment (order and form in all) and favors the fighter class. Matter is opposed to Time's efforts to cause change and provides Thought with existing order.
Domains: Craft, Earth, Law
Cleric's Alignment: Any non-Chaotic
The Sphere of Energy
This Sphere is closely related to the element of fire. Its purpose is to create more energy and activity. Energy is highly active, dynamic and excited. It seeks to alter and transform things, consuming matter, slowing time, and exciting thought to release more energy. Highly temperamental, energy is also very creative, channeling magical energies and forming things from the ether. Energy represents the Chaotic alignment (disorder and uniqueness) and favors the wizard and sorceror classes. Energy is opposed to Thought's efforts to control it and seeks to transform Matter into energy to continue at its hightest level despite the ravages of Time.
Domains: Chaos, Fire, Travel
Cleric's Alignment: Any non-Lawful
The Sphere of Time
This Sphere is closely related to the element of water. Its purpose is to promote change in all things and to maintain the flow of time. Time is everywhere, ebbing and flowing, recycling the lessons of the past to remind the present. It is a creative, shaping force causing change through aging and rebirth. Time represents the Neutral alignment (seeking change, but also stability through the ages) and favors the cleric and druid classes. Time is opposed to Matter's efforts to withstand change, causes a loss of Energy through time, and teaches Thought the lessons of history.
Domains: Water, Time, Healing
Cleric's Alignment: Any Neutral
The Sphere of Thought
This Sphere is closely related to the element of air. Its purpose is to catagorize all of existence and to make all other Spheres its tools. Thought is the very essence of the Immortals. It is realization, philosophy, and understanding. Thought seeks to analyze everything and can manipulate the other powers of the multiverse. Thought does not represent a single alignment, but is comprised of all alignments. It favors the rogue and monk classes, as the rogue lives by his wits and cleverness and the monk strives to live by philosophy and reason. Thought opposes the chaotic excesses of Energy and attempts to manipulate the effects of Time to create order and form in Matter.
Domains: Air, Knowledge, Magic
Cleric's Alignment: Any
The Sphere of Entropy
The Sphere of Entropy, or Death, is not related to any element. Its purpose is the ultimate destruction of the multiverse. The four other Spheres of Influence oppose Entropy but recognize its importance in the functioning of each of the other Spheres. Entropy is the weakening of the fabric of the multiverse, rot, weathering, and dissipation. It seeks to bring all things to a stop, causing oblivion. At the same time, Entropy does not favor any specific class. Entropy seeks to destroy Matter, dissipate Energy, cause Time to stagnate, and stop new Thought.
Domains: Death, Destruction, Evil
Cleric's Alignment: Any non-Good
Updated from the D&D Rules Cyclopedia, p. 219.
