Setting Spheres
Setting Spheres
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!
Forgotten Realms
Dragonlance
Ravenloft
Dark Sun
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.
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.
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 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.
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.
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!
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.
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.
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.
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)
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).
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!