deity, as well as their alignment. Druid spells are typically devoted to communing with nature, interpreting or directing the weather, communicating with creatures and plants, and the like. The druid shares some spells with the cleric, such as some healing spells, and has a number of offensive spells which use the power of nature—calling down lightning storms, for example, or summoning wild animals to fight. They also gain special powers such as shapeshifting; but these are not considered spells and do not need to be prepared. Paladin and ranger spells are similar to cleric and druid spells, respectively, but they are allowed fewer spells per day, only gain access to lower-level spells, and gain access to them more slowly. Both classes have some unique spells that can be fairly powerful, despite their low level. In compensation for their diminished spellcasting ability, paladins and rangers have a more martial focus than clerics and druids. In 2nd edition, divine spells were divided into 16 thematic spheres, with clerics, druids and specialty priests gaining access to spells from different spheres. The core spheres are All (generic divine spells), Animal, Astral, Charm, Combat, Creation, Divination, Elemental (optionally divided into Air, Earth, Fire and Water sub-spheres), Healing, Necromancy, Plant, Protection, Summon, Sun and Weather. Tome of Magic (1991) introduced the Chaos, Numbers, Law, Thought, Time, War and Wards spheres. Spheres were not retained in subsequent editions. Primal magic Primal abilities come from a practitioner harnessing the power of the natural world. In fourth edition, primal magic was used by barbarians, druids, shamans, and wardens. Shannon Appelcline, author of Designers & Dragons, commented that "D&D 4e's primal power source focuses on transformation: the barbarian rages, the druid wild shapes, and the warden hybridizes. The shaman the only standard build that didn't follow this trend; the designers thought that it was complex enough already". Primal magic was reintroduced in Dungeons & Dragons with the One D&D public playtest in August 2022. This outlined that the source of primal magic is "the forces of nature found in the inner planes". Druids and rangers are the practitioners of primal magic. Schools of magic There are eight classic schools of magic in Dungeons & Dragons, as originally named in Advanced Dungeons & Dragons: abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. Each spell belongs to one of eight schools of magic. The ability to specialize in specific schools of