Author Topic: [Creative] Spheres of Power & Might by Setting  (Read 3344 times)

Offline Libertad

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[Creative] Spheres of Power & Might by Setting
« on: May 24, 2021, 12:13:46 AM »

For the unknowing, there’s an OGL friendly online wiki!

In between my Let’s Read projects I’ve been working on another. As a long-time fan of Spheres of Power, I really enjoy the converted version of 5th Edition. Much like the original system, it too is open-ended without being overpowered, with many options to emulate all kinds of character concepts. As many gamers are fond of using existing settings with their own peculiar foundations of magical law, power levels, and themes, I figured it’d be best to write on how Spheres of Power & Might can be best utilized in some of the more well-known ones. I’ll be covering both official and third party material.

Each post has appropriate sections. Major Traditions covers the Casting and Martial Traditions most known and appropriate to the setting. Advanced/Legendary Talents illustrates if such talents are appropriate for the world, and which ones in certain cases. Technology Level is self-explanatory and discusses how certain choices in the Equipment and Tinkerer spheres may or may not be appropriate. New Rules & Subsystems covers a wide gamut of options indicative appropriate to the Sphere-ified setting. Finally, Popular Archetypes tells you how to best build certain concepts, classes, and character options iconic to the setting!

I will compile entries via a Table of Contents in the OP if possible.

Forgotten Realms
Dragonlance
Ravenloft
Dark Sun
« Last Edit: May 30, 2021, 12:02:12 AM by Libertad »

Offline Libertad

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Re: [Creative] Spheres of Power & Might by Setting
« Reply #1 on: May 24, 2021, 12:14:44 AM »

Forgotten Spheres: the Sphere System for Faerûn

A land of meddling gods and high magic, the world of Toril is perhaps the best-known setting of Dungeons & Dragons. Technically many settings in one, this post primarily covers the continent of Faerûn, with suggestions for alternate eras. As of 5th Edition the continent has gone through many changes before settling back into a post-Spellplague pseudo-retcon. The world as a whole is thus not well-detailed beyond the Northern realms of the Sword Coast, Neverwinter, Silver Marches, and nearby regions.

Major Traditions: Just about every martial and casting tradition can be found in the Realms, although the ones that lean towards a “high-tech” style such as Inventor and Machinist are mostly limited to the Island of Lantan and Gond’s priesthood. Those with Wild Magic (as both a drawback and Universal sphere package) became common after the Time of Troubles due to the study of damaged areas of the Weave. Such scholars learned how to exploit its otherwise unpredictable effects.

Advanced/Legendary Talents: Faerûn is brimming with world-altering magic from innumerable fallen civilizations, god-gifted artifacts, and the knowledge of illithids, dragons, and other races of great power. Practically every Advanced and Legendary talent can be found in the Realms in some shape or form, with the higher-level ones being linked in some way to esoteric and powerful magical traditions such as Netherese arcana and Elven High Magic.

Technology Level: The Realms remains at a pseudo-medieval/renaissance level of technology, with little in the way of gunpowder, steampower, and other “modern” innovations. While gunpowder exists, it doesn’t work as well as it does on Earth, so there’s little demand for its use. An alternative known as smokepowder is more popular and performs many of the same functions, albeit is magical and its circulation is more or less controlled by Gond’s faithful. Possessors of the Tinkerer sphere are often reflavored magitech priests of Gond, some forms of old Netherese magic, and gnomish artificers. Modern and Futuristic technology is so rare they may as well be treated as unique magic items unto their own.


New Rules & Subsystems

The foundations of Toril that enable magic to work are known as the Weave, maintained by the Goddess of Magic. While its underpinnings and laws have changed over time (often with the release of a new D&D Edition), at its heart the Weave’s core rules have more or less been recognizable by mages regardless of era.

Wild Magic: Certain areas where the Weave is damaged are known as Wild Magic Zones. All magic cast within gains a base chance of wild magic typically ranging from 10% to 50% depending on the overall strength of the zone’s discordance. Those with the Wild Magic Drawback add 10% to their chance, albeit those who have at least one Wild Magic talent gain advantage on any saving throws and impose disadvantage on any attack rolls from potentially hostile effects.

Dead Magic Zones are rarer and deadlier, representing areas where the Weave has been torn asunder. The area is considered to be within a permanent Antimagic Field.

For those rare few knowledgeable of the greatest secrets of Mystra’s church, this new Advanced Talent allows one to summon magic even where there is none.

Initiate of Mystra (Metasphere)
Prerequisite: Universal sphere, 5th level or higher.
Augment 2 sp: You are capable of using magical sphere abilities even within a dead magic zone or an antimagic field. You must first roll a spellcasting ability check against the caster’s spell DC; in the case of dead magic zones, the DC typically ranges from 12 to 20 based on the age and scope of said zone. A successful result allows the sphere effect to function normally, but a failed result causes the consumables (spell points, material components, etc) to be wasted.

Rune Magic: The Dwarven alphabet contains secret letters known only to a learned few divine casters. Practitioners of this magical discipline are known as runecasters, and are only ever found among the dwarven and giant races.

In terms of rules, Rune Magic can be best reflected via the Runist Casting Tradition, but with Wisdom instead of Intelligence as the Key Ability. The Calligrapher’s Supplies tool proficiency can be replaced with others that make sense, such as Smith’s Tools for stone carving. The Glyph Metasphere talent is another necessary component, for it is how runecasters instill their magic into the world. While Diagram Magic and Marking Magic drawbacks may seem appropriate, in the original rules Rune Magic was a feat that allowed an alternative method of casting rather than a primary replacement, so runecasters by canon could still use magic normally like other divine casters.

Circle Magic: The traditions of the Witches of Rashemen and Red Wizards of Thay make use of a collective ritual where auxiliary spellcasters enhance the power of a primary caster or ‘circle leader.’ With their efforts combined they can achieve feats impossible on an individual level.

In 3rd Edition terms Circle Magic allowed the expenditure of spell slots to increase the circle leader’s Caster Level as well as the addition of metamagic feats for casting, taking up to an hour to cast. The closest approximation in the Spheres system is the use of the Flow and Knowledge manabound talents by circle members being used to channel Spell Points and talent capabilities to the circle leader.

Spellfire: This incredibly rare talent is bestowed directly by Mystra to her Chosen and other individuals she feels can best further her aims. People cannot learn Spellfire, and to most mortals it appears to manifest ‘randomly’ as the ability to control and manipulate raw magic.

Spellfire wielders do not have to be technical spellcasters, although it is commonly emulated as a Casting Tradition. The Dispel package of the Universal sphere with the Counterspell talent represents a Spellfire wielder’s ability to absorb incoming magic, with Greater Dispel on top of that to allow them to counter multiple magical assaults at once.

Spellfire can be manifested offensively as a long-range fiery burst, best emulated as the Destruction Sphere with the Fire blast type and Ray blast shape talents. As it is long-range, the Reaching metasphere talent taken 3 times boosts the range from 30 to 300 feet.

Last but not least, Spellfire wielders can convert their power into energy that can heal wounds. As it traditionally applied to hit point damage and not the curing of curses, disease, and revivification, the base Life sphere is enough to simulate this.

Silver Fire, the more powerful and refined use of spellfire by the Chosen of Mystra, is most likely not going to see use in the hands of Player Characters barring high-level campaigns. Silver Fire has a broader variety of processes beyond the base outlined above, including protection from environmental maladies (Protection sphere talents), mental assaults (Mind’s Mind Shield talent), banishing external magical compulsions (Life’s Break Enchantment talent), and great blasts of flame and dispelling cones (Universal’s Widen & Shaped Dispel talents).


Popular Archetypes

Faerûn’s diverse faiths means that clerics can be as different from each other as from arcane spellcasters and other magical traditions. As such, the sample Divine Petitioner Casting Tradition is hardly a holistic option for clerics, and having custom traditions tailored specifically to the deity is encouraged.

Below are a few kits and prestige classes from former editions with conversion guidelines for the modern spheres system.

Archmage: As a simple term, an Archmage can reflect anyone who knows at least one Advanced Talent with a prerequisite of at least 11th level. This reflects a level of mastery in magical workings most spellcasters cannot hope to learn in their lifetimes. Such people are most often dedicated to the Art to such an extent that “pure mage” classes such as Incanter and Soul Weaver are the most common over hybrid/gish types, although this isn’t always the case; Elminster himself is ridiculously multi-talented!

For the 3.5 Prestige Class proper, the various High Arcana can be simulated by certain talents. Universal’s Reaching and Extreme Reach metasphere talents allow for a high range on all spells, perfect for Arcane Fire (best simulated as Disintegration or another force-damage Destruction blast type) and Arcane Reach. Mastery of Counterspelling can be simulated via the Counterspell talent and Spellthief dispel talent, while Mastery of Shaping is best simulated as the Sculpt metasphere talent combined with the Protection sphere’s Friendship aegis to avoid friendly fire. Mastery of Elements can be simulated by the Energy Shift wild magic talent. Spell Power +1 to +3 is too powerful for a straight conversion, but imposing disadvantage on saving throws via the Overpower Resistance wild magic talent is a good way to simulate this at the expense of some side effects. Finally, Spell-like Ability has no easy conversion, in that the use of material components is now a drawback for Casting Traditions and no longer a necessity. Removing the drawback in some manner via GM permission is the best way, with the trade-off of losing the bonus spell points or boons gained from the drawback.

Bladesinger (multi-edition): Bladesingers are best emulated via the various “gish” classes and subclasses. The Skilled Casting drawback and Aptitude boon focusing on Performance is a common option, as is the Easy Focus boon. Enhancement sphere talents best capable of simulating a Bladesong’s prowess in agility are Physical Enhancement and Speed Control with the Personal Magics variant. The Equipment sphere’s Unarmoured Training or the Protection sphere’s basic aegis can both simulate a Bladesinger’s nimble evasion, while Equipmnent’s Gallowglass Training grants proficiency in a wide variety of blades. The Bulwark talent of the Protection sphere can emulate the damage-reducing Song of Defence.

For the 3rd Edition version’s features, Universal’s Quicken metasphere talent emulates Song of Celerity, while the Time Sphere’s Adjusted Frequency in the use of Haste simulates Song of Fury’s extra attack.

Gnome Artificer/Techsmith (3e): The Equipment sphere’s Renaissance Voyager grants proficiency in firearms and bombs, and said sphere’s Artificer and Craftsman talent allow for faster creation of gear and the handling of unknown devices. Summoner Incanters and Armorist Mageknights are good thematic choices for classes and subclasses. The Artificery and Alchemy Casting Traditions can grant access to the Alchemy or Tinkerer spheres, while the creation of a Gondsman construct is best represented as a Conjuration sphere companion with the Construct (base) talent.

Incantatrix (3e): Emphasis on the Universal sphere, particularly the manabond and metasphere talents, is nigh-essential. Cooperative Metamagic is best expressed as granting said metasphere talents to others via the Knowledge manabound talent, while Glyph is good at simulating Metamagic Spell Trigger, and Snatch Spell is best simulated by the Soulmate manabond talent.

Purple Dragon Knight (multi-edition): The Knight martial tradition with the Warleader sphere option is highly appropriate, as is the Commander class. For the 5th Edition version, Shout talents are preferred over tactics, particularly Rallying Speech and Rousing Claxon for morale-boosting, and the Leadership sphere’s Improved Leadership talent for the proficiency doubling on Persuasion checks. The tactics talents of Coordinated Reflexes, Fortifying Phalanx, and Militant Will are the best at emulating the “ally rerolls a saving throw” of Bulwark. Inspiring Surge is best emulated via the Commander class’ Direct Ally class feature.

For the 3rd Edition prestige class abilities, the Frightful Roar shout emulates the Fear ability, and the Guardian sphere’s basic challenge package emulates the Oath of Wrath quite well. The Courier’s Dash tactic talent represents the speed enhancement of Rallying Cry, and the Shieldbrothers tactic emulates Heroic Shield. Other features of the prestige class can be emulated via the earlier 5th Edition suggestions.

Sun Soul Monk (multi-edition): The Ascetic Martial Tradition is an ideal choice given its granting of the Equipment sphere’s Unarmed and Unarmored Training talents, although any talents that grant Unarmored Training and a bonus Equipment sphere choice can be just as feasible if Unarmed Training is taken. For 5th Edition, the Destruction sphere with blast type talents that deal fire and radiant damage along the Ray and Sculpt blast shapes emulate Radiant Sun Bolt and Searing Arc Strike. Searing Sunburst can be emulated via the Explosive Orb blast shape and the Reaching metasphere talent, while Sun Shield can be emulated via the Retribution blast shape. The Light sphere and its damaging effects (particularly Flare and Searing Light) are also appropriate thematically even if not a straight conversion.

The Sun Soul Monk’s 3rd Edition options are best emulated by the Light sphere and paradoxically by the Dark sphere’s basic meld talent of Darkvision. The Blade blast shape to infuse one’s melee attacks with fire and light much like Flaming Fists. The “classic monk” abilities of Abundant Step and Tongue of the Sun and Moon can be replicated by the Warp sphere and the Fate sphere’s Logos consecration talent respectively.

Sword-Dancer (3e): A class with Blended Training or with equal access to magical and martial spheres is ideal. The Equipment sphere’s Gallowglass Training and Unarmoured Training best simulate the nimble swordswoman archetype. The Athletics sphere’s Mobility and Rapid Motion talents emulate the ability to easily maneuver through enemy spaces. The Enhancement Sphere’s Animate Objects emulates the “dancing sword” abilities, and Enhance Equipment is reflective of the magical bonding process where they attune to a signature sword. Last but not least, the Light Sphere and Dancing Lights talent emulates their ability to conjure motes of moonlight.

Swordmage (4e): I will confess that I am not well-read in 4th Edition, so this may be not as faithful in conversion. From what I’ve read, the Mageknight class fits this to a T. The Warp sphere is a good emulation of the class’ summoning, with Emergency Teleport’s reaction-based trigger a good means of countering enemy actions. The Destruction sphere’s various secondary effects combined with the Blade blast shape talent is a good means of simulating the various special attack spells. Defensive-minded spells are best simulated via the Protection sphere. Swordmages who derive their spells from a primordial source are best reflected by the Weather sphere, particularly shroud talents and the Backlash and Hostile mantle talents.

War Wizard of Cormyr (multi-edition): Investment in the Destruction sphere and Universal sphere’s Widen metasphere talent reflects the War Wizard’s world-famous battle magic. The fact that they’re more likely to be frontline combatants means that the Easy Focus boon for Casting Traditions is a common choice. Elementalists of various stripes and Spellblade Mageknights are ideal class and subclass choices.
« Last Edit: May 24, 2021, 12:17:04 AM by Libertad »

Offline Libertad

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Re: [Creative] Spheres of Power & Might by Setting
« Reply #2 on: May 25, 2021, 02:09:43 AM »

Spheres of the Lance: the Sphere System for Dragonlance

A world rent asunder, abandoned by the gods. The rise of a dark empire and dragon-mounted knights on both sides. This is the world of Krynn, where the harried forces of Good prevailed over Evil at great cost thanks to the return of the gods and the discovery of the fabled Dragonlances.

Major Traditions: Magic in Krynn is divided between divine magic, granted by the gods directly (clericism) or empowered by faith in oneself and the soul (mysticism), and sorcery which is either powered by the three moons (High Sorcery) and studied or an innate aspect of one’s being (Primal Sorcery). As of the Age of Despair, Primal Sorcery is only possessed by dragons, fey, and other innately magical beings and out of the hands of typical PC races. After Chaos’ unleashing into the world, primal sorcerers and mystics start springing up among mortals. Casting Traditions should be in line with these aspects.

Before the unleashing of Chaos into the world, mortal magic had to come from the gods either as divine magic or wizardry, and thus had to spend prayer or research in choosing what spells to be gifted every day. Additionally, commonly required specific combinations of words, gestures, and in some cases materials in order to use. Prepared Caster, Somatic Casting, and Verbal Casting are extremely common drawbacks for casting traditions.

Notably, healing magic was the sole province of divine spellcasters. Arcanists who attempted to emulate such miracles often did so at a price, such as draining the life force from another soul. The Life sphere and ‘no strings attached’ magical healing should be similarly restricted.

Advanced/Legendary Talents: Barring a few notable exceptions, the world of Krynn is more down to earth than other campaign settings. The most powerful mages and warriors were often from the long-dead Age of Might or significant figures often acting behind the scenes such as the Masters of the Orders of High Sorcery or Emperor Ariakas of the Dragonarmies. The Heroes of the Lance and other figures of the novels were capable adventurers but not oft-possessed of world-breaking powers, Raistlin excepted.

Even so, Advanced and Legendary talents may be allowed depending on how unique the PCs are in the grand scheme of things. Raistlin’s power made him a threat even to the gods, and the modules suggested for Goldmoon to use her newly-granted powers to resurrect a PC that may have been killed by a dragon’s acidic breath weapon in the first adventure. Characters with such talents most certainly exist, but are often important figures destined to shape the history of Krynn.

Technology Level: The majority of Ansalon is pre-Industrial, with the notable exception of the gnomes of Mount Nevermind who effectively have access to technology far beyond that of everyone else. Renaissance, Modern, and even Futuristic Technology can be found among Mount Nevermind’s experimental labs and guilds, albeit of dubious reliability in gnomish hands and almost incomprehensible to other races.


New Rules & Subsystems

Dragon Riding: The setting’s major claim to fame was the romantic ideal of heroes astride majestic winged beasts, jousting with polearm and fiery breath in aerial dogfights against other dragons and their riders. Any Dragonlance campaign worth its salt will give characters this opportunity.

A PC who wishes to be a dragonrider is best off making use of the Conjuration sphere, with the Dragon base form and the Altered Size talent taken at least twice to ensure a rideable mount. Aerial Creature is necessary in granting them a fly speed, as is Draconic Creature for that classic breath weapon. One of these is granted automatically with the Dragon base form, so taking the other costs just 1 talent slot. Further talents can be added based on the dragon’s species and capabilities.

But what of characters who do not wish to be a spherecaster? Well then things get a bit harder. Beastmastery is only applicable to unintelligent creatures, and Leadership’s sidekick rules specify a stat block of CR ½ or less, and true dragons most certainly do not count! So let’s make a new legendary talent for just that purpose!

Dragon Friend (sidekick)
Prerequisites: Leadership sphere (sidekick package), 5th level.

You learn the Draconic language if you don’t already know it. Additionally in lieu of a normal sidekick you may gain a dragon companion. The dragon uses the stats of a Dragon base form via the Conjuration sphere talent, save that it is Large size, can also speak and understand the languages you speak, and can act independently of your actions in combat. Additional talents may be spent on this sphere to apply Conjuration sphere talents to the dragon.

At 9th, 13th, and 17th level the dragon adds +2 to its Strength score (maximum 20), and at 9th and 13th it also grows an additional size category.

Design Notes: I have yet to playtest it, but I wanted something in line with the Conjuration sphere’s Draconic base talent while also understanding that in comparison to a Leadership sidekick they may have less versatility, talents, and hit points. Thus my decision to grant it size and strength increases when the PC gains a proficiency bonus, as well as independent actions in combat. As I presume the dragon will be used as a flying mount this seemed like a good way of allowing PCs to be dragonriders without having a potential overpowered companion tagging along.



Moon Magic: In the world of Krynn, wizards who join one of the three Orders become attuned to their patron moon, their power affected by its phases.

During the High Sanction phase of their patron moon, Wizards of High Sorcery gain advantage on spell attack rolls and impose disadvantage on opposed attack rolls, ability checks, and saving throws to resist the magic of their Order-chosen spheres (see Wizards of High Sorcery under Popular Archetypes). During Low Sanction the opposite occurs, where they suffer disadvantage on spell attack rolls and targets gain advantage on rolls to resist their magic.

The exception to the above is when at least two moons’ phases are in conjunction, in which case Wizards of the appropriate Order treat their moon as being in High Sanction. During the momentous event of the Night of the Eye (occurs only once every 504 days), wizards of all Orders are empowered. In addition to the former benefits they gain a number of bonus Spell Points equal to their proficiency bonus.


Popular Archetypes

Gnomish Inventors: Much of what has been said for Gnomish Artificers/Techsmiths in the Forgotten Realms post can be applied here. However, gnomish artisanship is explicitly nonmagical and often bulky and unpredictable, so Krynnish gnomes are more likely to be Armigers, Artisans with the Technician subclass, Conscripts with the Mechanic subclass, and Scholars. For those who wish to go with a spherecasting class, the Wild Magic drawback is reflective of gnomish technology’s unpredictable effects.

Knights of Solamnia: The three Orders of Knighthood and their skills are altered slightly based on whether or not the campaign is set in an era where the gods returned to Krynn. This matters more for the Knights of the Sword and Rose, as the Knights of the Crown don’t gain spellcasting by default. All three Orders are well-reflected by the Knight Martial Tradition or any that grant appropriate proficiencies in knightly gear: armor, blades, polearms, mounted combat, and morale-boosting.

Knights of the Crown focus on obedience and loyalty. Proficiency in Wisdom saving throws is quite common to ensure they don’t fall victim to charm and fear effects. The Guardian sphere’s resilience talents are appropriate, particularly Cold Iron Call and Durable which can delay the onset of negative effects. The Berserker sphere’s Deathless talent and Guardian’s Indomitable Advanced Talent can prevent an early death and/or unconsciousness.

Knights of the Sword embody courage and faithfulness and are quite commonly warrior-priests. Classwise they are most commonly Paladin Spherecasters with the Divine Petitioner or Divine Crusader Casting Traditions. They’re most known for their magical talents and given that they are commonly promoted from ranks of the Crown they often share the same martial talents. For magical talents they most commonly have spells of the Enhancement and Light spheres, and Destruction sphere talents which deal radiant damage. Unfortunately they don’t have much to make them stand out non-magically, meaning that in eras absent of the gods they are the hardest-hit of the orders.

Knights of the Rose are the highest tier of the orders, almost always in vaunted leadership positions. Like Knights of the Sword they are spellcasters, but derive their magic from Paladine. They are more likely to have talents from the Leadership and Warleader spheres, focusing on ones that grant boons to their allies. They can be represented via the Commander class, particularly during eras where the gods abandoned Krynn, but otherwise are best emulated via the Paladin Spherecaster.

Knights of Takhisis/Neraka: Specific to the Age of Mortals, the Knights of Takhisis are the Knights Solamnia’s evil counterpart, pledged to the Dark Queen and then to their country after her death. Much like Solamnia they have similar Martial Traditions, emphasizing armor and heavy weapons. The major difference is that they aren’t necessarily pledged to the gods, and thus most of them are Mystics and Primal Sorcerers (see below). Additionally they are more focused on demoralizing enemies than rallying their own forces, represented as the Gladiator sphere’s various demoralize and fear talents. Knights of the Skull are spellcasters who make for skilled ambassadors and secret police, while the Knights of the Thorn are seers without peer. Both orders’ aptitudes are reflective of the Divination sphere’s various talents, especially Detect Thoughts for Skull, while Augury and the Advanced Talents of Read Omens and Delve for Knowledge for Thorn.

Mysticism: Also known as the Power of the Heart, mysticism is a form of primal magic powered by an individual’s soul and faith in oneself. The Citadel of Light, the most renowned academy of mysticism, divides common types of mysticism into (conveniently) spheres. Spheres that enhance and manipulate other creatures and material are the most common, such as the Alteration, Creation, Enhancement, Life, Mind, and Nature spheres. But Mystics who are “sensitives” have the Divination sphere with the Limited Divination (divine) variant, specializing in reading the auras of others. Some mystics can manipulate dead bodies and spirits, representing the Death sphere.

Primal Sorcerers: Also known as Wild Sorcery, this is a caster’s natural talent in shaping the elemental building blocks of creation. Although it comes naturally to people and is commonly possessed by all manner of ‘natural spellcasters’ such as dragons and fey, the Academy of Sorcery in the Fifth Age managed to divide the magic into various schools.

Primal Sorcerers are most commonly Elementalists, preferring the Destruction, Nature, and Weather spheres, although Conjuration, Enhancement, and Illusion are also recognized schools. They ‘cast spontaneously,’ representing the lack of the Prepared Caster drawback of god and moon-granted magic. Their most common Casting Traditions are Natural and Sorcerous Blood.

Wizards of High Sorcery: Dragonlance’s wizards are very much the prototypical D&D spellcasters, and easily reflected with both the Traditional Magic Casting Tradition, but with the Ritualist and/or Spellbook boons. The above rules for Moon Magic are for those formally pledged to one of the three Orders.

Wizards in Dragonlance are incredibly versatile and their class, subclass, and sphere choice can vary wildly. For members of the Orders of High Sorcery, they may choose one sphere to be their favored sphere, whose overall power corresponds to the phases of the relevant moon. The spheres favored by White Robes include Divination, Fate, Protection, & Universal. Red Robes favor Alteration, Enhancement, Illusion, Nature, Telekinesis, Time, and Weather. Black Robes favor Enhancement, Death, Life, and Mind.

Furthermore, Wizards of High Sorcery gain access to safehouses, resources, and the goodwill of their Order. This can be expressed in making an exception by allowing them access to the Leadership sphere as though they had Blended Training, gaining allies and apprentices in the form of Sidekicks and Followers. In such a case the only allowable Sidekick class is Spherecaster, whose Casting Tradition and spheres are in line with the PC’s order.

Offline Libertad

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Re: [Creative] Spheres of Power & Might by Setting
« Reply #3 on: May 29, 2021, 01:38:41 AM »

Spheres of the Mists: the Spheres System for Ravenloft

A world that obeys not the laws of nature, but the tortured whims of malevolent entities and their godlike captors. Those unlucky enough to be claimed by the Mists need to use every bit of skill and wit at their disposal to survive in this world of monsters and fell magic.

Major Traditions: The Demiplane of Dread has claimed entire lands and civilizations from a myriad of worlds, a milieu of cultures and lost histories that point at unknown legacies. Hunter-gatherer tamers of beasts, musketeers in tri-coned hats, and medieval knights on horseback can all be found within the Mists’ shrouded worlds to some degree.

The same applies to magic, although the tainted influence of the Dark Powers means that the supernatural is often a rare and subtle art. Traditions that point to ‘dark fantasy’ influences and come at a price such as Added and Blood Magic are more common than in other settings, while paladins and high priests of good-aligned deities are as rare as hen’s teeth given they eventually draw the baleful eyes of a domain’s Darklord.

Advanced/Legendary Talents: Ravenloft is a lower-power setting, one where the heroes often face overwhelming odds and cannot easily rely upon miraculous wonders with no strings attached. Advanced and Legendary Talents, particularly those with a prerequisite of 11th level and higher, are often unsuitable in the hands of PCs.

But instead of a blanket ban, the DM should look over particular talents in the relevant spheres possessed by the PCs, and ask themselves the following: “Can this talent effortlessly bypass certain elements in the adventure, particularly those necessary for maintaining a sense of horror?” Beyond this, talents which ignore the setting limitations under New Rules & Subsystems, such as Warp’s Planeshift, should be banned, although even high-level talents can still have a place in gothic horror. Scrying is a common spell in horror and folkloric stories, while Creation’s Fleshcraft is thematically appropriate for characters seeking to push the boundaries of the humanoid body into uncharted (and potentially dangerous) territory

Technology Level: In pre-5th Edition the Ravenloft setting divided domains into Cultural Levels, a comparison of the land’s technological prowess compared to real-world timelines. The majority of domains are medieval, although lands ranging from the Stone Age to Victorian Times have been possibilities. No known domains have reached a truly “modern” or futuristic age. And of those exceptions, such as the alien workings of Bluetspur’s illithids, have been more or less monstrous realms whose inventions are unfathomable to mortal safety and sanity.


New Rules & Subsystems

Note: Although 2nd and 3rd Edition are very different ruleswise, the latter tried to be faithful in converting material to the D20 System. Van Richten’s Guide to Ravenloft is notably a lot more free-wheeling and rules-lite, where things such as altered magic and Cultural Levels are more or less gone. In the discussion of rules, “classic” refers to 2nd/3rd Edition versions of the setting, while “5e” refers to the latest version.

Altered Magic (classic): The Dark Powers have a vested interest in making magic of a dark and morally dubious nature more tempting to spellcasters, while those that allow for easy travel and the vanquishing of aforementioned dark magic are heavily restrained. Instead of going over every individual sphere and talent, a set of rules discuss how certain forms of magic are changed or even unavailable.

Summoning and Banishing: Summoning-related magic that calls and banishes entities from other planes only function normally as a one-way into Ravenloft, and such creatures often resent such imprisonment. Conjured companions are more likely to be those already bound to the Demiplane of Dread, such as ghostly haunts, spirits of the land or Mists, manifestations of the caster’s subconscious, beings already physically present heeding the spell’s call, and the like. Talents which can banish a creature to another plane of existence are equally fruitless.
Travel: Spells which allow for extradimensional travel cannot leave the Demiplane of Dread proper or cross through domain borders closed by a Darklord. Basically if the start and endpoint are still within Ravenloft proper, the talent can work as usual. Coterminous planes such as ethereal travel are an exception in that it works normally, but further travel into the Deep Ethereal cannot work.  “Pocket dimensions” such as the Dark sphere’s Shadow Stash, Warp sphere’s Extradimensional Room, and Warp sphere’s Extradimensional Storage are allowed and are still technically within Ravenloft’s planar fabric.
Alignment Detection: Divination magic cannot detect alignment on the good/evil axis, although lawful/chaotic still works. Magical detection of an indirect fashion, such as Fate sphere’s Divine Force, still works normally.
General Divination: Undead are better capable of concealing their natures, and are always allowed a saving throw vs the Sphere DC against Divination sphere talents that would reveal their true nature. Furthermore, the Scrying advanced talent manifests a ghostly version of the caster’s relevant sensory organ. This can be detected via an opposed Perception/Stealth roll with the scryer having advantage on the check. The organ makes them vulnerable to sensory effects performed in the sensor’s area of influence, such as gaze attacks for visual senses, thunder damage for auditory senses, etc.
Divine Communion: Spells which allow the caster to petition a deity or similar being of power can be intercepted by the Dark Powers. Relevant rolls for information-gathering should be made by the GM in secret, and on the result of a failed check give a misleading result rather than a silent/“no result” one.
Shadow Magic: Spells that make use of shadow are stronger than usual in Ravenloft. PC spherecasters specializing in such magic (and not just dabblers who want a free talent!) may be given a bonus talent in reflection of this, typically of the Dark or Illusion spheres. The Shadow Creature form talent for Conjuration, the Beshadowed/Ink/Shadow blast types for Destruction, the Detect Shadows divine talent for Divination, and the Shadow Cage dual sphere talent for Universal are also appropriate choices.
Necromancy: It is easier to create undead creatures but harder to control them in Ravenloft. Casters with the Death sphere can have a total number of reanimated creatures equal to double their proficiency bonus. This comes at a price: undead created beyond the caster’s normal proficiency bonus will not only persist when the spell’s duration ends, they end up outside the caster’s control. In some cases they can end up under the Darklord’s control!
Challenging the Darklord’s Will: PCs who make use of talents that affect a spell or supernatural effect created by a domain’s Darklord (such as foul weather, curses, etc) must succeed at a spellcasting ability check vs. the DC of the effect, even if the talent normally has an auto-success. Such a check is made with disadvantage. In cases that involve bypassing closed domain borders, the check automatically fails.

Cultural Level (classic): In most cases the Cultural Level of a domain is more a set of guidelines than hard and fast rules for determining starting equipment and proficiencies. PCs are by nature exceptional individuals, and there’s a limited amount of trade between domains allowing travelers and people of means to obtain items that would otherwise be beyond their homeland’s meager resources.

But in a few cases some backstory justification is heavily encouraged. A “mad scientist” style PC in a Medieval domain whose devices come to him in fevered dreams can have Tinkerer sphere talents, but a Barovian peasant whose family is just getting by is a harder sell. At least not without a patron willing to supply them the necessary gear and training!

PCs from realms of a Chivalric or Renaissance Cultural Level are proficient with Renaissance-era firearms if they’d be proficient with all martial weapons, effectively possessing the Renaissance Voyager discipline talent from the Equipment sphere. In the case of beginning play with a martial tradition, said discipline talent may be taken as though it was a regular (non-legendary) talent.

Curses (classic/5e): The curse rules found in Van Richten’s Guide to Ravenloft are open-ended and thematic enough to be used in a Spheres game relatively seamlessly. But the Spheres system also introduces many spells that have their own category as the [curse] descriptor. Spherecasters who possess such spells are capable of pronouncing their doom upon creatures with their dying breaths.

Should a spherecaster suffer instant death upon dropping to 0 hit points or fail their third death saving throw, they may choose to cast a talent with the [curse] tag as a reaction against the creature who brought about their end. The target suffers disadvantage on any relevant ability checks and saving throws to resist, and for non-instantaneous effects the duration becomes permanent. Once cast in such a way the caster seals their fate, becoming permanently dead and unable to be restored to life. They may come back as undead, with their nature tied to the curse in some way.

Soothing the Mind (5e): Certain sphere effects can be used to reduce a target’s Stress Score as defined in Van Richten’s Guide to Ravenloft. The Life Sphere’s Restore Mind talent can reduce a target’s Stress Score by 1, while Restore Mind & Body reduces it to 0. Appropriate charm talents of the Mind sphere (Amnesia, Calm, etc) can suppress the effects of the Stress score for the duration of the talent.

Tarokka: This set of mystical cards is famous for determining the fate of the heroes and villains of Ravenloft. Those learned in its ways can find inspiration in the card’s readings, deriving magical power from them.

The use of the Tarokka Deck can take many forms in the Spheres system. One suggestion is to make it a Casting Tradition, like so:

Tarokka Reader

Spellcasters who rely on the Tarokka Deck entrust their power to fate, understanding that some things are beyond their control. Still, there is power to be found in this mindset, for knowledge learned from such inevitability can be used to guide mortals in the here and now.

Bonus Spell Points: None
Key Ability: Wisdom
Bonus Magic Talents: Divination, Fate
Drawbacks: Focus Casting (Gaming Set Tools-Tarokka Deck), Mental Focus, Prepared Caster, Skilled Casting (Gaming Set Tools-Tarokka Deck)
Variants: None
Boons: Aptitude (Gaming Set Tools-Tarokka Deck), Heart of the Cards (see below)
Granted Items: Gaming Set (Tarokka Deck)

New Boon: Heart of the Cards

Your magical potential is bound up in the Tarokka, its whims bestowing you with random gifts.

At the end of a long rest, you roll a 1d20, reflecting the consultation of the Tarokka deck. You gain that Motif talent from the Fate sphere as a bonus talent until the next long rest. If you roll a Motif you already know, then its duration increases by 1 step (4 hours typically).

Die ResultMotif Talent
1The Chariot
2The Devil
3The Emperor
4The Empress
5The Fool
6The Hanged Man
7The Hermit
8The Hierophant
9Judgment
10Justice
11The Lovers
12The Magician
13The Moon
14The Star
15Strength
16Sun
17Temperance
18The Tower
19The Wheel
20The World



Popular Archetypes

Anchorite: Anchorites are priests who serve the church of Ezra. They are invariably spherecasters, although how their spells manifest differs. Common spheres of the goddess include Divination, Life, Mind, and Protection. Each major denomination has a bonus sphere relevant to their religious interpretation: Destruction for the Lawful Evil (Nevuchar Springs) sect, Light for the Lawful Good (Mordant) sect, Universal (wild magic package) for the Neutral (Dementlieu) sect, and Weather for the Lawful Neutral (Borca) sect. Anchorites are also capable of turning the undead, which can be reflected as the Priest subclass of the Incanter.

Anchorites have an all-or-nothing approach to armor, either only wearing the heaviest kinds of armor reflecting their image as defenders of the common folk, or trusting solely in Ezra to protect them and thus wear no armor at all. The Evangelist or Shield of Faith Martial Tradition where Armor Training is taken as the bonus variable talent is sufficient enough to grant heavy armor proficiency for classes that begin with proficiency in light armor. Alternatively the Hermit Tradition has Ascetic and Weapon Master which both grant Unarmored Training while also having some religious flavor text.

The Anchorite’s Mistwalking talent can be reflected as the Warp sphere, with True Teleport at higher levels, and perhaps unique to Anchorites given their special connection with Ezra. Shield of Ezra manifests differently depending on the sect, albeit is almost always some variety of Protection sphere effect: Exclusion (usually against metal) for the Lawful Good (Mordant) sect, Inner Peace or the Mind sphere’s Mind Shield for the Lawful Evil (Nevuchar Springs) sect, Obstruction for the Lawful Neutral (Borca) sect, and Spell Ward for the True Neutral (Dementlieu) sect.

3rd Edition gave additional abilities as well as the division of the Anchorite into three prestige classes: Anchorite Inquisitor and Anchorite Wanderer in Heroes of Light, and Anchorite of the Mists in Van Richten’s Arsenal. The Inquisitor’s Candle Communication (where two priests communicate via magical lit candles) can be replicated via the Mind sphere’s Greater Communication advanced talent, while its various immunities can be simulated as the aforementioned Mind Shield and Spell Ward talents, and True Seeing has a Divination sense talent of the same name. As for the Anchorite Wanderer, the class is more physically inclined, particularly in the mobility department. Athletics sphere talents, especially Rapid Motion and Swift Movement, are common, while Absolution can be replicated by the Fate sphere’s Atonement advanced talent. Wanderers choosing to wear heavy armor often take the Equipment sphere’s Armor Expert twice to allow for faster donning and stealth in such gear.

Anchorites of the Mists rely upon using the misdirection of the Mists to cloud their opponent’s minds, often manifesting as the Illusion sphere, the Mind sphere’s Confusion talent, and the Warp sphere’s ability to teleport. The Divination sphere’s Blindfolded Oracle and Scout’s Sight Beyond Sight can replicate the class’ blind-fighting abilities.

Arcanist: Arcanists are a specialized discipline of wizards who delve into arts that are regarded as occult and macabre by other spellcasters. No matter their alignment, all study forbidden lore such as necromancy and pacts with strange entities, although their motivations for doing so differ.

Arcanists are best simulated with the Traditional Magic Casting Tradition, specializing in the Conjuration, Death, and Life spheres and subclasses which enhance such spheres. Their general-purpose knowledge of various “dark magic” can be reflected as being proficient in various Intelligence skills, especially Arcana, History, and Religion. The Incanter’s Priest subclass is appropriate, even if the arcanists technically aren’t clerics of a god, and the Necromancer and Summoner subclasses are also common choices. The Soul Weaver’s the other common class, often following the Path of the Gothi or Path of the White Necromancer subclasses, with Gothi’s proficiency addition/doubling to Intelligence checks being highly appropriate for them being knowledgeable sorts. Path of the Lichling represents those who seek to become free-willed undead.

Avenger: These driven warriors are motivated by a burning desire for revenge. Their ability to push onwards for this goal is best emulated via the Berserker sphere’s more defensive-minded talents, such as the Berserk adrenaline talent and the Deathless talent. Their Intuition in knowing the direction to head in achieving such vengeance may be replicated via the Scout’s Track the Scene talent, the Scholar’s Dowing Study, or the Scholar Occultist subclass’ Esotery of Divination.

Bardic College of Spirits: The Bard Spherecaster with this subclass works quite well. Most of its class features are more or less independent from Vancian magic and can be used relatively unhindered, but some conversion is necessary. Guiding Whispers can be reflected as gaining the Mind sphere’s Inspiration talent as a bonus talent. The Spiritual Focus’ 6th-level feature applies the d6 to a sphere effect that deals damage or restores hit points. For Spirit Session, the Bard gains a bonus talent from either the Death or Divination sphere.

Eremite/Hallowed Witch: Devotees of Hala and witches of the less religious sort, these spellcasters prefer to imbue their magic in otherwise mundane objects. This is best simulated as a Casting Tradition with the Material Casting drawback and Physical Magic boon. Those with access to Blended Training and thus martial sphere talents commonly take the Alchemy sphere and the Witch Martial Tradition for obvious reasons.

Knight of the Shadows: Hailing from the Shadowlands, this honorable order was founded by the noble Shadowborn clan. Very much bastions of virtue in an otherwise dreary land, they often find themselves worn down by the pressures of their ideals and vocations. The best among their lot stay true to their cause, even as their bodies and minds slowly fray.

The archetype is best reflected via the Guardian sphere, given their role as protectors of the innocent from evil. They are also spellcasters of the divine sort, commonly of the Divine Crusader Casting Tradition, and thus belong to classes that have Blended Training. They aren’t particularly potent in their spellcasting, so they tend to be dabblers in the magical arts at most.


Monster Hunter: Less a direct class conversion and more a variety of suggestions, Ravenloft’s monster hunters are a diverse bunch of people who pursue vocations that mark them as madmen by others. The Scout sphere is perhaps the most common martial sphere among this profession, for it is unmatched in the granting of knowledge and lore of foes. The Target Weakness talent grants them a limited amount of tools to overcome monstrous defenses, while Discern Illusions, Heightened Awareness, and Sense and Resist Scrying are common options for “witch-hunters.” Talents which reduce the chances of ambush such as Piercing Senses, Sight Beyond Sight, and Somnambulance are also common talents. Alchemy is another favored sphere option, both for offensive purposes such as the Holy Water formula talent and various poison talents, and overcoming supernatural maladies with Panacea, Salve, and Smelling salt formula talents.

Monster hunters in the vein of Rudolf Van Richten and other “brains over brawn” noncasters are most commonly of the Scholar class, usually either Natural Philosophers or Occultists. The former subclass grants various features useful to a monster hunter: the Belladonna and Salt material impositions are specifically defensive against certain monster types and attacks.

Spiritualists: These more benevolent kinds of death mages prefer to treat ghosts and other undead with respect, viewing them as wounded souls in need of aid in passing on. They are not necromancers, for they do not seek to dominate such souls.

Spiritualists are most commonly Soul Weavers of either the Gothi or White Necromancer subclasses. They often specialize in abilities to ensure a spirit’s proper passage, such as the Death sphere’s Gravetongue talent, the Life sphere’s Break Enchantment talent, and the Fate sphere’s Exorcise talent. Undead allies are incorporeal spirits and thus can be reflected either as Conjuration companions manifesting when ‘called,’ or have the Death sphere’s Incorporeal talent applied to a Reanimated undead. The Death sphere’s Summon Spirit Advanced Talent is another good choice.

Undead Warlock Patron: The Warlock Spherecaster subclass works well enough. For Expanded Spells, the bonus talents most appropriate are the Conjuration sphere (Phantom Steed), the Death sphere’s Gravetongue talent (Speak with Dead), the Illusion sphere (Phantasmal Force), the Life sphere (False Life), the Illusion sphere’s Obscure talent (Greater Invisibility), Protection sphere’s Deathless talent (Death Ward), the Protection sphere’s Exclusion talent (Antilife Shell), and the Destruction sphere with the Poison blast type and the Sphere blast shape (Cloudkill).

The 14th-level Spirit Projection’s feature where it waives verbal, somatic, and material components is a bit trickier, as spherecasters generally can’t avoid their Casting Tradition drawbacks without retraining and thus losing boons and bonus spell points. One suggestion would be to have it provide a bonus Casting Tradition boon that only lasts in spirit form. Or simply waive it; this class feature gets a lot of other benefits as is!
« Last Edit: May 29, 2021, 05:20:48 AM by Libertad »

Offline Libertad

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Re: [Creative] Spheres of Power & Might by Setting
« Reply #4 on: May 29, 2021, 11:58:32 PM »

Dark Spheres: the Spheres System for Dark Sun

Athas was once a lush green world brimming with life, but magic and warfare warped the land into so much dry dust. Violence is a way of life in the Tablelands, and invokers of the supernatural derive their powers from the land itself, the fell Dragon-Kings, or their own minds.

Major Traditions: Dark Sun is a scorched land where metal is scarce, so traditions emphasizing light and unarmored forms of defense are more common. Equipment in other settings made out of metal such as swords and axes are still available, but made out of stone, bone, obsidian, and wood. Bows, crossbows, spears, slings, whips, and clubs are the most common weapon proficiencies, so traditions focusing on those are preferred by many warriors.

As for armor, Athas has adapted to using non-metal alternatives, so in most cases such armor remains unchanged. The exceptions are chain shirts, chainmail, splint, and half and full plate armor, which have to be made with metal and are prohibitively expensive, rare, and impractical. As this more or less closes off the bulk of heavy armor, any martial tradition that would grant Armor Training twice (or move a character to heavy armor proficiency) can opt instead to replace the second talent with some other defensive talent. Armor Expert, Einhander, Unarmored Training, Versatile Shield, and the Shield sphere are all appropriate choices.

Edit: wellis of RPGnet pointed out that the 4th Edition conversion of Dark Sun had non-metal heavy armors. Chainmail is replaced with bone/horn/wood-stupped leather jacks made from kank and cyclops body parts, while plate armor is made from the chitin of insects, crustaceans, braxats, gaj, and even drakes. Such armor is designed to be worn in hot climates so it does not impose disadvantage on Constitution saving throws to resist exhaustion.

Advanced/Legendary Talents: Dark Sun’s harsh ways make characters more powerful than usual out of necessity. Arcane magic is most responsible for the world’s state of affairs, the Sorcerer-Kings possess magic and psionic powers lost to the ages, and defiler wizards find it all too tempting to achieve feats of eldritch might at the cost of further killing the planet. Advanced and Legendary Talents certainly fit the world of Athas. Most such talents that are in line with spells and psionic powers from AD&D can fit, provided they don’t contradict the base magic and technological assumptions (see New Rules & Subsystems).

Technology Level: Dark Sun is more primitive than the typical medieval setting. Beyond what is mentioned under Major Traditions, a lot of gear is recycled and piecemeal, and beasts of burden are the most common means of transportation. There are devices in Athas that are rare in other settings, such as skimmers capable of sailing upon the Sea of Silt and wind-powered wheeled sand skiffs which travel easily across wide open terrain.

The Tinkerer sphere’s accessories and gadgets can range from devices which can be easily reflavored from local materials such as the Suit Improvement talent, to ones which can only be the result of lost wonders from prior Ages such as Recording Gadgets. Certain talents from this sphere may be restricted depending upon the PC backstory and DM’s judgment.


New Rules & Subsystems

Wild Talent: Just about every person in Athas has some degree of minor psionic skill. In the original rules they rolled randomly for 1 (or a lucky 2-3) psionic powers, but anything more powerful than that necessitated a proper psionic class.

In the Spheres system this can be emulated via granting every PC a psionically-themed bonus feat. For the spheres system proper the granting of the Magical Training feat for non-spherecasters to simulate a psionic casting tradition works well enough. But for spherecasters the spheres system unfortunately doesn’t have options for “multi-tradition” builds, which means that their powers must be in line with the drawbacks and boons of their proper spherecasting class. In such a case, Extra Magic Talents or Magical Expertise are feats that can let the PC gain access to an otherwise unthematic sphere/talent, representing a psionic origin rather than a traditional arcane/divine one. Otherwise, Tasha’s Cauldron of Everything has some feats that grant the use of a minor spell or two per long rest, such as Fey Touched, Telekinetic, and Telepathic.

Non-Metal Weapons: Weapons made out of non-metal material are more apt to break. When used against a creature with resistance or immunity to the weapon’s damage type or material, said weapon has a cumulative 5% chance of breaking per attack. A broken weapon deals the minimal amount of damage if it can still conceivably still be used to injure; otherwise it’s useless.

Weapons made out of metal cost ten times the normal amount they’d be in other settings.

Rare Terrain: Much of Athas is hot and arid, and the few exceptions are small and isolated regions. Barring campaigns set predominantly in such places, it’s fair to say that most Dark Sun campaigns will be in desert-like environs. Additionally, iron, steel, and metal in general are extremely scarce.

Any talent or effect which creates water can never be of instantaneous or permanent duration. In such a case the duration becomes 24 hours. The Metal geomancy package’s Recover Ore ability can only work a number of times per long rest equal to the spherecaster’s proficiency bonus. Once this limit is reached, the area is temporarily tapped out of resources.

Sphere talents reliant upon certain terrain for their effects are less optimal choices, and thus not as valuable as others. One solution would be that PCs at character creation gain one bonus talent for an otherwise sub-optimal sphere package/talent choice. Nature’s metal, plant, and water geomancy packages qualify, as do the Weather sphere’s shroud and mantle talents reliant upon cold and precipitation conditions.

Another option is presenting a new, if rather macabre, talent has been made for Nature sphere users with the metal and water geomancy packages:

Blood Mastery (geomancy, metal, water)

Augment 0 sp: Whenever a metal or water package ability would require water or metal, you can instead use blood to fill that requirement.

Augment 0 sp: You can use blood siphon on a creature or corpse containing blood within range to supply the required blood for the effect you are augmenting. Generally speaking, a living creature can supply enough material necessary for a space or object two size categories smaller than their own size. Exsanguinating a non-undead corpse can supply material one size category smaller.

You gain the following geomancy abilities.

Blood Siphon
Target: one creature containing blood.

(requires a living creature containing blood) You can telekinetically drain a target of blood within range, dealing 1d8 necrotic damage and making the target suffer 1 level of exhaustion (max 1 level of exhaustion per creature) on a failed Constitution saving throw. A successful Constitution saving throw halves this damage and avoids the exhaustion. The damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mounting Wounds
Cost: 2 sp

(concentration, requires a bleeding creature) You can cause a bleeding creature within range to heal less efficiently. They take 1d8 additional damage from any piercing or slashing damage attacks done to them, and any healing effects restore only half the usual number of hit points (rounded down).

Red Mist
Area: 10-foot square
Cost: 1 sp

(concentration, requires a bleeding creature) As the water geomancy package’s fog ability, save that those within the area of effect suffer disadvantage on saving throws vs the frightened condition, the Confusion spell and Confusion charm sphere talent, and similar effects that bestow distracting negative emotional effects.


Popular Archetypes

Bards: Bards on Athas do not have knowledge in spells, instead specializing in poison and with more thief-like abilities. The Guild Trained Martial Tradition is the best fit in granting access to the Alchemy and Scoundrel spheres, and for the former they invariably pick poison talents. Talents which can alter the form of poisons, such as Contact Poison Delivery and Gaseous Application, are eventually picked up, especially at higher levels. Those which increase the speed and reliability of delivery such as Quick Doses, Risky Business, and Skilled Applicator are common.

For the more secondary talents, the Warleader sphere’s shout-based talents are a good means of ‘inspiring’ allies, particularly Harangue, Rallying Speech, and Rousing Claxon.

A Bard’s actual class can vary. Alter Ego is the most thieflike of the Sphere of Might classes, although it’s alternate identity is most likely of the mundane double agent/spy variety. Conscripts with the Knave subclass and Strikers with the Skirmishing Scout subclasses represent other good sneaky options.

Druids: Druids are specialized priests who make a pact with spirits of a localized geographic area known as a Guarded Land. Although capable of long-range travel at lower levels, they are expected to eventually settle down and choose a permanent location to defend.

In terms of Casting Tradition they are closest to Druidic, but are similar to Elemental Priests (see below) in that they must choose Nature and a relevant geomancy package for a favored element as one of their two sphere options. They do not speak  Druidic as a bonus language given Athas’ lack of an overarching culture or organization of druids. Furthermore, they also are likely to have the Nature Warden drawback, representing their bond to a Guarded Land.

The benefits derived from their Guarded Land can be simulated in a number of ways. The Photosynthesis feat can emulate a Druid’s ability to not need to eat or drink for sustenance, while the ability to speak with animals and plants may be reflected via the Nature sphere’s Speak with the Elements talent and either Alteration’s Bestial Spirit talent or Beastmastery’s Wild Speaker legendary talent. As the latter is a martial sphere, the GM may make an exception in letting it be taken as a Nature sphere talent. The ability to shapechange into creatures common to one’s Guarded Lands is best replicated as the Alteration sphere with the Animalistic, Avian, Plant, and/or Vermin genotype talents, with complementary talents such as Bestial Reflexes and Size Change.

Elemental Priests: Divine magic in Dark Sun comes from the elements or the Dragon-Kings. In the case of the former, priests pledge themselves to one of the four elements and derive power from making said element more influential in the Material Plane. As a Casting Tradition they can be emulated as Divine Petitioners, choosing the Nature sphere with the geomancy package of their favored element, and either another Nature talent in line with their element or another sphere that can simulate this. Conjuration for summoning an elemental companion, Destruction for blast types of related elemental energies, and Weather for phenomena related to their favored element are common choices.

The Elementalist with the Geomancer subclass is a popular choice, and its ability to trade out class proficiencies for a martial tradition can better replicate weapon restrictions: Earth priests can use any weapons and armor, Air priests focus on ranged weaponry ‘guided by the air,’ Fire priests are likely to have Bombardier Training and access to the Alchemy sphere for the Alchemist’s Fire talent, and Water priests have a preference for bows, spears, and bludgeoning weapons.

Gladiator: Not only does Spheres of Might have a Gladiator Martial Tradition, it also has an entire sphere of the same name! Unfortunately, the Gladiator class’ major feature in Dark Sun is that they are proficient in all weapons. As the Spheres of Might system encourages specialization in small families of weapons rather than being a broad jack of all trades, other options are necessary for an authentic conversion. The Mageknight and Prodigy classes both have Blended Training and can choose to not opt for a Martial Tradition at character creation, still giving them access to talents as they level up while maintaining their universal weapon proficiencies. For the Prodigy the Battleborn subclass is the best choice, while for Mageknight magical spheres can be reflavored to be less magical or reflective of Wild Talents. The Psionicist path is a great choice for this, as is the Spellblade who takes variants to have their magical spheres be self-buffing, such as Protection’s Protected Soul and taking the Blade blast shape talent for Destruction.

The Gladiator’s expertise in unarmed combat can be represented in them taking the Equipment sphere’s Unarmed Training and Mystic Fist talents, and complementary spheres such as Brute and Wrestling. For the AC bonus to worn armor, the Enhancement sphere’s Enhance Equipment talent combined with the Personal Magics variant is a good choice. Finally, the gladiator’s ability to attract followers is best represented as the Leadership sphere with the follower package and Soldiers talent.

Psionicist: Special Note: These guidelines are useful for other campaign settings that employ the use of 2nd/3rd Edition style psionics.

Dark Sun may be a low magic setting, but it’s certainly a high-psionics one. Unlike divine or arcane magic which draws power from an external source, psychic powers come from one’s own personal will. As a Casting Tradition it is closest to Natural, albeit having Wisdom as its key ability modifier. The Psychic Casting Tradition may seem more appropriate at first glance, although the bonus spheres may differ depending on one’s favored disciplines and AD&D psionics are not necessarily limited by a caster’s concentration or emotional state. The most likely drawbacks are Mental Focus and Rigorous Concentration, and ones which rely upon external physical objects such as Diagram and Material Casting are inappropriate.

For classes psionicists can vary wildly, although “pure psionicists” are more likely to be pure casters and thus be Incanters and other classes that don’t have Blended Training or Martial Traditions.

Psionic Combat is discouraged as a wholesale conversion; using typical offensive and defensive sphere effects is preferred. For psionic attack forms, the Destruction sphere is ideal: Ego Whip and Id Insinuation are best emulated via the Slowing blast type, Mind Thrust via the Disrupting blast type, Psionic Blast via the Siphoning blast type, and Psychic Crush Corrosive or Scorching. For psionic defenses, they can be emulated via various features that impose disadvantage on enemy rolls and advantage on the user’s defensive rolls. The Universal sphere’s Dispel package can be used as a reaction by default when augmented with spell points, while the Protection sphere’s Resistance talent can grant advantage to a saving throw as a reaction. The Mind sphere’s Mind Shield talent is a highly appropriate choice, too.

When it comes to disciplines, their particular talents can vary wildly, much like the core rules’ schools of magic. Clairsentient powers are best replicated via Divination sphere talents. Psychokinetic powers typically use the Creation and Telekinesis spheres, with some miscellaneous spheres for more specialized effects: Enhancement’s Animate Objects talent for the power of the same name, the Dark and Light spheres for Control Light, Enhancement’s Manipulate Hardness for Molecular Manipulation, etc. Psychometabolic powers manipulate the physical form and thus are best replicated by the Alteration, Enhancement, and Life spheres; the Illusion sphere’s Illusionary Disguise is good for replicating the Chameleon Power. The Cannibalize power is less represented as a talent, and more of the Overcharge Casting Tradition boon, which lets a caster treat their proficiency bonus as 1 higher in exchange for suffering a level of exhaustion. Psychoportation powers are best reflected by the Conjuration and Warp spheres, as well as the Death Sphere’s Astral Projection for the power of the same name. Telepathic powers are best represented via the Mind sphere, with the Life sphere’s Break Enhancement and Restore Mind talents useful for emulating Psychic Surgery, Divination sphere’s Detect Life talent for the Life Detection power, and the Destruction sphere’s Frightful blast type talent emulates the Inflict Pain power.

In Dark Sun’s Expanded & Revised Edition, Metapsionics no longer exists as a discipline, being folded into the previous one. But some have not made the transition, which I’ll cover here. Aura Alteration can be replicated as the Illusion sphere’s Veiled Illusions talent, Empower is best emulated as the Enhancement sphere’s Bestow Intelligence talent, Psychic Clone is represented as the Death sphere’s Project Spirit advanced talent, Split Personality is emulated by the Time Sphere’s Adjusted Frequency and Shift Time talents for the apportioning of additional actions, Gird can represent augmenting spells to persist without concentration in general instead of a specific talent, Convergence is emulated by various Manabond talents from the Universal sphere, and Retrospection is closest to the Divination sphere’s Delve for Knowledge advanced talent, to name just a few.


Templar: Templars best represent hybrid/gish spherecasters, most likely a class or subclass with access to Blended Training. For Casting Traditions they are most commonly Divine Petitioners with spheres related to their Sorcerer-King’s areas of influence. For Martial Traditions they can be diverse in a variety of fighting styles, but the institutional authority they wield often grants them Traditions with the Warleader and/or Gladiator spheres, particularly those options which impose and play off of the frightened condition. Their ability to requisition soldiers, draw upon the city treasury, and give commands to slaves may be represented by the Leadership sphere with the Followers package, with the Detectives, Soldiers, and even Friends in Low Places as common talents.

Trader: This thieflike class focuses more heavily on social skills and contacts. Their fast-talk can be easily emulated as proficiency in Deception and perhaps the use of proficiency-doubling features such as the Alter Ego’s Socialite persona or the Skill Expert feat from Tasha’s Cauldron of Everything. The followers and special agents can be replicated both via the Leadership sphere and the Commander’s Politician subclass. For the Leadership sphere, the Merchant and Messenger follower talents are obvious choices, followed by others reflective of the trader’s areas of expertise. Alchemists, Artificers, and Craftsmen are appropriate for production of specialized goods, Entertainers for services of a non-physical nature, Friends in Low Places for illegal and black market goods, Laborers for construction projects, and Managers and Base of Operations for those whose business empire grows beyond any one person’s ability to operate. For the Politician subclass, Call In a Specialist emulates a Trader’s ability to hire on retainers of exceptional quality, as does the Leadership sphere’s sidekick package.

Wizards: This entry covers both defilers and preservers. All arcane magic draws upon surrounding life energy, specifically plants and soil, for the powering of spells. Defilers and Preservers are cut from the same cloth, but the difference is in their mindset. In traditional AD&D they were treated as separate classes, with defilers leveling up faster to represent the tempting ease of their power.

Preserver Wizards more or less function as standard Wizards in other D&D settings for conversion: the Traditional Magic Casting Tradition being the most likely, and from there it’s all up to the player on what class and spheres best reflect their favored spells. As for defilers, they are equally versatile but always have the Terrain Casting Drawback and Terrain Defiler boon.
« Last Edit: May 31, 2021, 04:45:40 PM by Libertad »