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Arcane Spell Spheres

Minor Spell Spheres

Desert Wind
Minstrel
Forester
Knight-Mage
Knight-Hospitalier
Knight-Commander
Ranger
Universal
Warrior Mage

Major Spell Spheres

Black Mage (Curses)
Conjuror
Craefter
Elemental Master - Air
Elemental Master - Earth
Elemental Master - Fire
Elemental Master - Water
Guild Apprentice
Guild Journeyman
Guild Adept
High Mage
Necromancer
Oracle
Master Healer
White Mage
Woods Mage

The most common form of manipulation of the arcane is through the use of rote incantations called spells. Magic, being the very stuff of chaos, allows for a limitless number of possibilities and so mortal spellcasters have organized spellcasting into groupings that are most commonly called "Spell Spheres". These Spell Spheres are further divided into Minor and Major Spell Spheres.

Minor Spell Spheres typically consist of spells that assist or augment more mundane activities such as fighting or crafting and rarely require any great scholastic understanding of the arcane forces used during the casting of these spells. While many "true" mages look upon the Minor Spheres with an air of distain the supposed lack of scholarship is in no way reflected by a lack of effectiveness. Masters of one or more of the various Minor Spheres combine their mundane and magical skills to create some of the most powerful effects on Whent.

Major Spell Spheres are those spheres that the true masters of the Arcane Arts learn. These spheres are most often groupings of spells of similar effects and represent learning and mastering the principals of manipulating arcane energy to bring about those particular effects. Spells involving the use and creation of fire, for instance, are grouped together in the Major Spell Sphere - Fire. Mages who gain favored access to that sphere have spent the time and effort necessary to master the various methods to call, form and control fire through the use of the arcane energies. Other mages may learn fire spells, but only those mages who have undertaken the task of truly understanding the Major Spell Sphere - Fire will learn them with ease.
While the above is the most common type of Major Spell Sphere spell there are also other Major Spell Spheres. Elder mages may delve deep into the mystries of the arcane and develope a number of unique spells that favor their particular spell casting methods. Such are often collected and are taught as a unique spell sphere. [E.g., Abbadan White Flower was a mage of considerable skill who, over the course of three or four centuries, crafted a number of unique spells. Abbadan possessed a pronounced lisp and those who would learn and master the spells he crafted must learn to emulate that lisp to cast Abbadan's spells most effectively.] Some mages who accept apprentices also create their own groupings of spells to better fit their own casting and/or teaching styles and it is something of a fashion in some wizardly circles to argue the 'proper' grouping of the various spheres.

Some quick examples of the Spheres found in the World of Whent follow. There are a whole bunch more that I need to work up - including all of the divine spheres for the various priesthoods for the "Divine Spell Casting" page. I just have to find the time to do all the typing!

Minor Spell Spheres

Desert Wind Spell Sphere
The Desert Wind sphere contains those spells that are taught as a matter of course to all children of the Princes of the Wind (Southern Aleem) by the mestari (Northern Aleem tribal mage residing with the southern Aleem).
Spells: Banish Fatigue, Bladeturn, Blur, Breezes, Boost (Agility, Constitution, Insight, Quickness, Self Discipline, Strength), Control Animal (Equines & Raptors only), Cool, Elemental Resistance: Fire, Find Shelter, Hues, Landing, Minor Healing, Moving Ways, Natural Trap, Traceless Passing.
Prerequisites: The character must have 3+ ranks in Survival: Desert and must be taught by a mestari.
Special Note:Any of these spells may freely be cast upon the Desert Wind's mount. Desert Wind spell casters are considered to have a +2 PP Adder when casting any of these spells while within desert terrain.


Forester Spell Sphere
The forester sphere contains those spells that are commonly used by those who live the majority of their lives in the wilds. Very often these spell caster’s have little to no knowledge of the intricacies of spell-casting, performing by rote the incantations they have learned from elves, fey and the other more magically gifted residents of the wilds.
Spells: Banish Fatigue, Blur, Boost (Agility, Constitution, Insight, Quickness, Self Discipline, Strength), Find Shelter, Guess, Hues, Landing, Locate Food, Minor Healing, Moving Ways, Natural Trap, Nature’s Tongues, Path Lore, Plant Disguise, Quiet Ways, Summon Animal, Traceless Passing,
Prerequisites: The Outdoor skill category must be a favored skill category and the character must have 3+ ranks in Animal Handling, Survival, Stalking & Hiding, Tracking, one Melee and one Missile weapon. Must have the Outdoorsman talent.


Minstrel Spell Sphere
Spells: Beguiling Voice, Blur, Boost (Agility, Presence, Quickness), Calm, Charm, Confusion, Courage, Darkness, Detect Magic, Dispel Magic, Distractions, Guess, Inspirations, Jolts, Light, Minor Healing, Moving Ways, Phantasm, Project Voice, Protections Chant, Quiet Ways, Sleep, Tongues.
Prerequisites: 6 or more ranks in singing or Play Instrument (choice)


Knight-Mage Spell Sphere
The knight-mage is a relatively recent development on Whent. The "Imperial Order of the Most Honourable Knight-Magus" was formed in the latter days of the Zurrtanni Imperium before the Throne Wars (over the succession after the death of Emperor Demion 'the Just'). During the wars the Knights-Magi maintained scrupulous neutrality and that set a precedent that has held through the dissolution of the Empire into the Old Kingdoms and the bor Ell 'conflict', to present day. The order's chapterhouse in the old imperial capital is the only active building within the haunted ruins of that city. All would-be Knight-mages must travel there to be confirmed in their status although the vast majority of the Knights-Magi learn their trade far from the chapterhouse under the tutelage of a confirmed Knight-Mage. Confirmation involves bonding with one of the Goliath war horses as well as a demonstration of skill and dedication to the ideals of the Order. Knights of the Order are without peer as heavy cavalry and this, coupled with their neutrality and "dedication to the service and protection of all peoples" makes them welcome in nearly every home across the face of Whent.
The "Knight-Mage" is the basic level of membership in the order. Knight-Hospitalier and Knight-Commander are advanced levels within the order representing increasing levels of skill and scholarship. The Maester of the Order is the head of the order and may command any other member as he or she wills but the vast majority of Maesters have 'ruled' the order with a light hand.
Spells: Control Animal (mount only), Dancing Weapon, Dispel Magic, Elemental Weapon, Fear, Guardian Blades, Landing, Mantlet.
Prerequisites: Must have access to the spells within the Warrior Mage spell sphere as favored skills. Applicants must have a minimum of 20 ranks in Mounted Combat, Lance and a melee weapon of choice, and have bonded with a Goliath war horse. (Familiar Talent but at the reduced cost of 20 DP. Requires the continuing agreement of the horse to maintain the partnership.) Applicants must also have demonstrated a personality that is acceptable to the order and be accepted for training under a Knight of the Order.
Special Note: Although a character may be trained as a knight of the order (taking the Talent and gaining the benefit of having access to this Spell Sphere) no person may claim the status of Knight-Mage until after their confirmation. In this area as well as with respect to Knights who violate the commandments of the Order there is no penalty other than death or voluntary mind-wipe (in the unlikely event that such an option is available) of all information pertaining to the skills and knowledge of the Order. Any of these spells may freely be cast upon the Knight-Mage's mount.


Knight-Hospitalier Spell Sphere
The Knight-Hospitalier is a step above the common Knight-Mage. It is also a step that most Knights-Magi never attain. These knights have demonstrated competence in the arts of combat and have chosen to now dedicate themselves to healing and protecting others - rather than just killing those who would cause harm.
Spells: Calm, Courage, Cure Disease, Detect Life, Haste, Lifekeeping, Major Healing, Neutralize Poison, Presence, Protections Chant, Restoration, Wards.
Prerequisites: Only those members of the order in good standing that have shown proficiency with the healing arts are granted training in these skills. Such Knights-Magi must have a minimum of 10 ranks in Healing and 5 ranks in Herbcraft and must possess the Physick talent.
Special Note: Any of these spells may freely be cast upon the Knight-Mage's mount.


Knight-Commander Spell Sphere
The Knight-Commander is the position held by the highest ranking members of the "Imperial Order of the Most Honourable Knight-Magus". This highest level within the order focuses upon diplomacy. That is not to say the Knight-Commanders eschew violence. No member attains this level within the Order without mastering the effective delivery of death and mayhem. Having done so they now apply themselves to mastering the arts of persuasion.
Spells: Beguiling Voice, Boost (Presence & Reasoning), Calm, Charm, Confusion, Courage, Dispel Magic, Guess, Inspirations, Intuitions, Presence, Project Voice, Tongues.
Prerequisites: Only those members of the order in good standing that have shown proficiency with the arts of diplomacy are granted training in these skills. Quite often this skill is demonstrated through diplomatic maneuvering within the order as well as without. At a minimum such Knights-Magi must have 15 ranks in Public Speaking, 10 ranks in Military History, at least 25 total ranks in related lore and influence skills and posess the Charismatic talent. Applicants must have a minimum of 30 ranks in Mounted Combat, Lance and a melee weapon of choice.
Special Note: These members of the order often command considerable resources it terms of money, equipment and personnel.


Ranger Spell Sphere
Rangers are those woodsmen who have found a calling amidst the wilder parts of the world. Their knowledge runs deeper that a typical woodsman and so to does their passion for the wilds. An experienced Ranger is one of the most respected – and often feared – denizens of the wilds.
Spells: Bladeturn, Calm, Confusion, Deflections, Guidance, Haste, Herbal Enhancements, Nature’s Awareness, Nature’s Strength, Neutralize Poison, Obscuring Mist, Poison Enhancements, Repel Animal, Resist Damage, Sharpshooter, Tree Door, Tree Merge, Tree Skin, Vision Protection.
Prerequisites: Must have access to the Forester Spell Sphere and be able to cast at least five spells from that sphere. Must have at least 8 ranks in Herbcraft, Survival, Mundane Lore: Flora and Mundane Lore: Fauna as well as the skills listed for the Forestry Spell Sphere. This sphere may only be taught by a powerful forest spirit, a Druid, a Ranger, etc.
Special Note: The Ranger’s closeness with the forces of nature provide access to the following talents at the reduced costs listed in parentheses: Accelerated Healing (5), Enhanced Scent (25), Familiar (20), Neutral Odor (5), Regeneration (10, 25, 40), Shapechanger (25), Speak with Magical Creatures (10) and Speak with Normal Animals (15). The character may only take the reduced cost Shapechanger talent after they have taken the Speak with Normal Animals talent for that animal type. The Accelerated Healing talent may be taken at the reduced cost only after the Ranger has 10 or more ranks in Herbcraft. The Regeneration talents may be taken at the reduced cost only after the Ranger has a number of ranks in Herbcraft equal to or greater than 5 + the cost of the feat.


Universal Spell Sphere

Spells: Arcane Bolt, Banish Fatigue, Boost (All), Counterspell, Deflect Spell, Detect Life, Detect magic, Detect Undead, Dispel Magic, Landing, Light (includes Projected Light), Mage Seal, Minor Healing, Moving Ways, Quiet Ways, Speed Reading, Study Target, Unlocking Ways.
Prerequisites: none


Warrior Mage Spell Sphere
Spells: Banish Fatigue, Bladeturn, Blur, Boost (Agility, Constitution, Quickness, Self Discipline, Strength), Deflections, Hammer Strike, Landing, Magic Shield, Mighty Charge, Minor Healing, Moving Ways, Reload Weapon, Resist Damage, Sharpshooter, Steel Skin, Warrior’s Might, Weapon’s Fury.
Prerequisites: Must have at least 4 Ranks in PP Development, 6 ranks in a melee or missile weapon or martial art of choice, must have at least 3 ranks in Arcane Lore: Spells and Mental Focus.
Special Note: Characters who gain access to this sphere may learn the spells Elemental Weapon and Guardian Blades as non-favored skills (4 DP per rank). Characters who gain access to this sphere also learn the "Weapon Bond" minor ritual. Through the use of this ritual, which is two weeks long, the character may bond with a weapon making that weapon a Focus Item for that character's spell casting. Thereafter the character is considered to have a free hand - for the purposes of casting spells - when wielding that weapon. Warrior Magi may reduce the number of Power Points required for casting spells, from the Warrior Mage, Paladin, Knight-Mage, Knight-Hospitalier and Knight-Commander spheres only, while wearing armor by 1 point per four character levels, down to a minimum of 1.



Major Spell Spheres

Black Magic (Curses) Spell Sphere
Masters of the infliction of pain and suffering Black Mages practice their craft to one goal only – Terror! They seek not merely to kill their enemies, but to make their enemies suffer horribly before they die to serve as an example to others who might seek to thwart their will. Even the blooming fireballs of a fire elementalist do not cause the fear that even the rumor of a Black Mage does. Often as subtle as they are sadistic such rumors rarely reveal an actual Black Mage but common folk are often quick to blame any and every mischance on these practitioners - something that only delights these black hearted fiends.
Spells: Acid Ball, Acid Bolt, Acid Touch, Curse, Darkness, Disease, Fear, Fire Nerves, Harm, Inflict Injury, Inflict Pain, Invisibility, Jolts, Misfeel, Nightvision, Poison Air, Poison Enhancements, Unluck, Weaken Agility, Weaken Constitution, Weaken Insight, Weaken Presence, Weaken Quickness, Weaken Reasoning, Weaken Self Discipline, Weaken Strength.
Prerequisites: Arcane Lore: Curses 6 ranks, Poison Lore 6 ranks, Duping 6 ranks and Resistance: Magic 4 ranks.
Special Note:



Conjuror Spell Sphere
The ultimate magical Swiss army knife, skilled conjurors can adapt themselves to nearly any situation. Their specialty is creating what ever they might need on the spot through the direct manipulation of mana. As versatile as their art is their creations do suffer from a limited duration.
Spells: Air Wall, Banish Creature, Breezes, Conjure Animal, Conjure Creature, Conjure Item, Darkness, Earth Wall, Fire Wall, Force Wall, Haste, Hues, Ice Wall, Icy Mist Wall, Invisibility, Long Door, Long Door Item, Merging Ways, Nightvision, Obscuring Mist, Phantasm, Quicksand.
Prerequisites: Arcane Lore: The Planes 6 ranks.
Special Note: A conjuror’s familiarity with the direct manipulation of mana allows these specialists a +1 per level on all Counterspell, Deflect Spell and Dispel Magic attempts.



Craefter Spell Sphere
Masters at crafting various magical items.
Spells: Analysis, Change Object Size, Cool, Coordinate, Enchanted Rope, Greater imbuing, Heat, Imbue Bonus, Imbue Charge, Imbue Exotic, Imbue Spell, Long Door Item, Mage Armor, Magestaff, Misfeel, Molding, Pool Mana, Potion Mastery, Preserve Charm, Rune Mastery, Spell Resistance, Spell Shield, Stabilize Elixir, Stabalize Plural Matrices, Waiting Spell, Wards.
Prerequisites: Must have at least six ranks in any one Craft, four ranks in Alchemy, four ranks in Attunement and at least 2 ranks in each of the following skills: Charmcraft, Magic Ritual and Runes.
Special Note: Craefters gain a +10 to attune to any item they know how to craft and to use any sort of rune. Additionally the Craefter’s knowledge of how magic flows within and through items assists them when making the leap to full understanding of High Magic. Craefters learn the High Magic Sphere as if it were a Minor Sphere (at a cost of 10 DP).



Elemental Master - Air Spell Sphere

Spells: Air Wall, Air Form, Breezes, Control Aerial Creature, Elemental Aura: Air/Wind, Elemental Ball: Air/Wind, Elemental Bolt: Air/Wind, Elemental Resistance: Air/Wind, Elemental Weapon: Air/Wind, Extinguish Fires, Fly, Icy Mist Wall, Obscuring Mist, Stun Cloud, Summon Aerial Creature, Unfog, Vacuum.
Prerequisites: Must have at least four ranks in Arcane Lore: The Planes and posess the Affinity of Air talent.



Elemental Master - Earth Spell Sphere

Spells: Control Land Creature, Cool, Darkness, Earth Tunnel, Earth Wall, Earthen Transmutations, Elemental Aura: Earth, Elemental Ball: Earth, Elemental Bolt: Earth, Elemental Resistance: Earth, Elemental Weapon: Earth, Extinguish Fires, Fissure, Quicksand, Spikes, Stoneskin, Summon Land Creature, Tremors, Trench.
Prerequisites: Must have at least four ranks in Arcane Lore: The Planes and posess the Affinity of Earth talent.



Elemental Master - Fire Spell Sphere

Spells: Conflagration, Elemental Aura: Fire, Elemental Ball: Fire, Elemental Bolt: Fire, Elemental Resistance: Fire, Elemental Weapon: Fire, Extinguish Fires, Fire Wall, Flash.
Prerequisites: Must have at least four ranks in Arcane Lore: The Planes and posess the Affinity of Fire talent.



Elemental Master - Water Spell Sphere

Spells: Control Aquatic Creature, Cool, Elemental Aura: Water, Elemental Ball: Water, Elemental Bolt:Water, Elemental Resistance: Water, Elemental Weapon: Water, Extinguish Fires, Ice Wall, Icy Mist Wall, Obscuring Mist, Quicksand, Summon Aquatic Creature, Underwater Movement, Unfog, Water Corridor, Water Form, Water Vision, Water Wall.
Prerequisites: Must have at least four ranks in Arcane Lore: The Planes and posess the Affinity of Water talent.



Guild Apprentice Spell Sphere
coming soon.
Spells: coming soon.
Prerequisites: coming soon.
Special Note: coming soon.



Guild Journeyman Spell Sphere
coming soon.
Spells: coming soon.
Prerequisites: coming soon.
Special Note: coming soon.



Guild Adept Spell Sphere
coming soon.
Spells: coming soon.
Prerequisites: coming soon.
Special Note: coming soon.



High Mage Spell Sphere

Spells: Channel Mana, Force Wall, Ley Line Alarm, Ley Line Transport, Nexus Alarm, Nexus Communication, Nexus Gate, Nexus Lock.
Prerequisites:
Special Note:



Master Healer Spell Sphere

Spells: Cure Disease, Cure Insanity, Lifegiving, Lifekeeping, Major Healing, Neutralize Poison, Rejuvenation, Restoration.
Prerequisites: Must have at least six ranks in Healing and Herbcraft, at least 2 ranks in Alchemy and posess the Physick talent.
Special Note: Master Healers gain +1 per level on all Counterspell, Deflect Spell and Dispel Magic attempts made against curses and any magic that directly damages the target. (I.e., Wounding does, the various balls and bolts do not since they conjure magical energy and send that out to cause damage.)



Necromancy Spell Sphere
Practitioners of the necromantic arts study the three basic elements of living creatures – the mind, body and soul. They seek, through such study, to gain insight into the Undead. The vast majority of these practitioners study these arts fully intending to use this knowledge to create and control such undead to increase their own personal power.
Spells: Animate Dead, Control Undead, Create Undead, Darkness, Disease, Drain Life, Fear, Obscuring Mist, Passing, Presence, Speak with the Dead, Summon Undead, Turn Undead, Undead mastery, Wounding.
Prerequisites: 6 Ranks in Arcane Lore: Undead, access to subjects upon which to experiment and either an extensive library or a tutor. Note: Most necromancers loathe teaching others their craft due to the increased risk of discovery and not wanting to take time away from their studies. The usual drive to take on apprentices to perform menial tasks does not apply to Necromancers since they may easily animate a body to perform most of those tasks.
Special Note: Characters who have favored access to the Necromancy Spell Sphere gain the permanent effects of the Nightvision spell at 5th level. At 9th level the effect extends to 100'/level by starlight or 500' + 100'/level by moonlight. At 12th level the character may see clearly up to 100’ in total darkness. At 13th level the character may see clearly up to 100’ in magical darkness. At 15th level the character may see clearly up to 100’ in Utterdark. The character may purchase the Undead Familiar talent at a cost of 10 DP + 1DP per level of the creature. This talent allows the character to link with one of his own undead creations only. Such familiars have no more intelligence than a normal undead creature of its type and therefore most will act only while mentally communicating with its master unless the task is simple. (I.e., “Guard this door and let no one pass.”) This talent may be taken multiple times. Should one of the familiars be destroyed the character may bond with another undead creature of the same type created by the character.



Oracle Spell Sphere
Practitioners of the divinatory arts.
Spells: Analysis, Detect Signature, Detect Trap, Dispel Magic, Dreams, Find Shelter, Guess, Guidance, Holy Weapon, Intuitions, Locate Food, Nature’s Awareness, Nightvision, Past Visions, Path Lore, Predict Weather, Presence, Share Animal Sense, Speak with the Dead, Telepathic Bond, Tongues, Traceless Passing, Underwater Movement, Vision Protection.
Prerequisites: Must have at least six ranks in Divination and two ranks in Magic Ritual.
Special Note: The effects of an Oracular Mage’s “Holy Weapon” are the result of the intervention of the fates on the side of the oracle. Oracular Mages’ premonitions grant the mage a +1 per level on all Counterspell, Deflect Spell and Dispel Magic attempts and to the character’s DB against surprise attacks. The character gains the same bonus to all Divination skill checks.



White Mage Spell Sphere
A light in the darkness...
Spells: Banish Creature, Beguiling Voice, Calm, Celestial Armor, Divine Hammer, Haste, Herbal Enhancements, Holy Weapon, Inspirations, Mystic Ball, Mystic Blade, Mystic Bolt, Mystic Bow, Nightvision, Protections Chant, Sleep, Spell Resistance, Spell Shield, Telepathic Bond, Turn Undead, Wards.
Prerequisites: Must have access to the Master Healer Spell Sphere and a minimum of 25 ranks in each of the following skills: Arcane Lore: Demons & Devils, Arcane Lore: Undead, Healing, Herbcraft, Perception, Public Speaking and all of the Resistance skills.
Special Note: White Mages gain a +1 per level on all attempts to resist the influence of spells from the Black Magic or Necromancy Spell Spheres and when making Turn Undead or Banish Creature checks.



Woods Mage Spell Sphere

Spells: Animal Transformation, Banish Creature, Calm, Changing Ways, Control Aerial Creature, Control Aquatic Creature, Control Land Creature, Control Plant, Creature Transformation, Find Shelter, Growth, Haste, Herbal Enhancements, Locate Food, Nature's Tongues, Natural Trap, Nature's Strength, Path Lore, Plant Disguise, Plant Growth, Plant Healing, Plant Transformation, Repel Animal, Share Animal Sense, Shrink, Summon Animal, Summon Aerial Creature, Summon Aquatic Creature, Summon Land Creature, Traceless Passing, Tree Door, Tree Merge, Tree Skin.
Prerequisites: The Outdoor category must be a favored category and the character must have at least 20 total ranks in skills within the Outdoor category – including a minimum of 6 ranks in a single Foraging/Survival skill. In addition the character must also have at least 4 ranks in each of the following skills: Lore: Fauna, Lore: Flora, Herbcraft. (Ranks in Herbcraft do NOT count toward the 20 ranks needed in Outdoor skills.) Must have the Outdoorsman talent.
Special Note: A Woods Mage’s closeness with the forces of nature provide access to the following talents at the reduced costs listed in parentheses: Accelerated Healing (5), Enhanced Scent (25), Familiar (20), Neutral Odor (5), Regeneration (10, 25, 40), Shapechanger (25), Speak with Magical Creatures (10) and Speak with Normal Animals (15). The character may only take the reduced cost Shapechanger talent after they have taken the Speak with Normal Animals talent for that animal type. The Accelerated Healing talent may be taken at the reduced cost only after the character has 10 or more ranks in Herbcraft. The Regeneration talents may be taken at the reduced cost only after the character has a number of ranks in Herbcraft equal to or greater than 5 + the cost of the feat.



Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.

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