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Wizard Spell Spheres

Rules system: D&D 3.5 homebrew (the 2014 archive, July 2013). Legacy design material, not canon for play.

Lore page: Arcane Magic.

The earliest spellcasting system in the archive, from the document Terrun_MagicUser: wizards buy access to five spheres of magic and their fields with spell feats, sorcerers specialize narrowly, and each sphere draws on particular planes. Most of the document is spell lists by sphere, field and level, which are D&D 3.5 spells with sourcebook citations; these are summarized, and the sphere and field definitions, feats and new spells are given. The 2014 Spellcasting rules replaced the spheres with focuses and colleges.

Wizard spell feats

A wizard chooses 4 spell feats at first level and 1 more each level after. Indented feats require the one above.

Feat Requires Grants
Sphere Proficiency (up to five times per sphere) the potential to learn and cast 2 spell levels' worth of spells in the sphere; no spells per day
Sphere Specialization (up to twice, for two spheres) Sphere Proficiency (up to 4th level) choose a sphere and an opposition sphere no longer available; 1 bonus spell per castable spell level from a specialized sphere, applied only once however many spheres are specialized
Sphere Specialization, Improved specialized in the sphere 0-level spells in the sphere free to cast; 1st-level spells from 0-level slots
Sphere Mastery Improved Sphere Specialization +1 DC (resist checks) and + spell level damage
Field Specialization (up to twice) specialized in the field's parent sphere choose an opposition sphere (as written) no longer available; cast 1 field spell at 1 level above the current maximum
Field Specialization, Improved specialized in the field 1st-level field spells free to cast; 2nd-level from 1st-level slots
Field Mastery Improved Field Specialization +1 DC and + spell level damage, stacking with the sphere bonuses
Spell Specialization Sphere Specialization master up to 12 spell levels of spells in a specialized sphere (specialized-field spells count at half level, rounded up); a specialized spell is cast without memorization in place of any slot of its level
Spell Mastery Spell Specialization up to 12 spell levels of the specialized spells (same counting); +1 DC and damage, stacking; a slot used for a mastered spell is regained by rest or study for 2 min + 2 min per spell level

Sorcerer specialization

The document spells it Sorceror.

  • Sorceror Specialization (optional at 4th): limit spells to a single sphere; know spells as if 2 levels higher.
  • Sorceror Specialization, Improved (optional at 8th, with Specialization): limit spells to a single field within the sphere; +1 DC and + spell level damage; cast 1 spell per day at 1 level above the current maximum, if one is known.

Spheres and fields

Spirit Living Arcane Conjuration Elemental
Psychic Magic Flesh Magic Kinetics Summoning* Fire
Shadow Magic* Leaf Magic Energy Void Magic Air
Sensory Magic Life Magic Matter Contract Magic* Water
Death Magic* Blood Magic* Anti Magic Abjuration Earth
Divination Necromancy* Transformation Abyssal Magic Fey Magic

* "denotes a field of magic often associated to evil or rogue wizards".

The sphere descriptions name the Arcane fields differently from this table (Enchantment, Evocation, Kinetics, Null Magic, Transformation), and those are the field names the Arcane spell lists use.

Sphere Focus and planes Fields
Arcane "manipulating the material plane" Enchantment: manipulate Mithis concentrations in items and beings. Evocation: evoking and channeling energy. Kinetics: creating forces, sounds, moving objects. *Null Magic**: anti-magic, destruction of magical spells and items. Transformation: rearranging matter.
Conjuration interactions with the Inner Planes ("Abyss, Void and ?"), manipulating the Mithis Plane to tunnel from any plane adjacent to it to the Inner Planes Abjuration: manipulate the Mithis plane to protect from extra-planar forces. Void Magic: merge the fabric of the Void with the current plane for slowed time and extra-dimensional pockets. Abyssal Magic: merge the fabric of the Abyss with the current plane for "Abyssal rain, Hellfire, etc." *Contract Magic**: contract with planar beings to cast for the caster in exchange for things of the material plane, "more powerful services often require things like ritual sacrifices, though some lesser services can be more benign, such as a handful of strawberries". Summoning*: open gateways through the Mithis plane to the Inner Planes.
Elemental the elemental planes; works only on planes adjacent to them Fire, Air, Earth, Water; also Frost/Storms, Acid/Toxins, Magma and Lightning/Smoke, less often taken for their overlap with the four; Fey Magic: the energies of the Fey plane.
Living lifeforce, light and dark, and animal and plant organisms, through the Positive and Negative Energy Planes, "the sources of life" Flesh: mutate, enhance or weaken beings of flesh and bone. Leaf: the same for beings of leaf, root and stem. Necromancy: the dark energies of the negative plane, "controlling dark emotions, and imbuing death and corruption". Blood: the lifeforce carried by blood, siphoned from one place to another. Life: the positive plane, "controlling positive emotions, and imbuing life and purity".
Spirit the spirit/soul connection and the energies of the ethereal and shadow planes Psychic: compulsions and manipulations of the mind. Shadow: the shadow realm. Sensory: the senses' inputs to the mind. Death: the spirit/body connection. Divination: the ethereal plane used to find information.

Other archive documents name and divide the spheres differently; how the spheres relate to the later colleges is described on Casting Focuses of the Earlier Ages.

New spells in the lists

Seven spells in the lists are marked new:

Spell Sphere and level Effect
Magnify Shadows Spirit 0 "doubles the strength of shadows, making the light in the area struggle to overcome them"; +2 on Bluff, Diplomacy or Intimidate
Counterspell Arcane 1 disrupts a target caster's spellcasting
Acid Rain Conjuration 1 "summons acidic rain from the abyssal planes", 1d4 + Int damage to everyone in the area
Protection from Outsiders Conjuration 1 +2 AC and saves against extra-planar beings, counters mind control, hedges out elementals and outsiders
Find Familiar Elemental 1 find a familiar in the Fey
Capture Soul Spirit 1 captures the soul of a recently deceased being
Shadowbolt Spirit 1 "a bolt of shadow/thought energy that increases the chance of disrupting the target's actions and causes some mental pain", 1d6 + Int damage

Third-party spell lists omitted

The level 0-6 lists for the five spheres, sorted into field tables with a further "Unassigned" list, are D&D 3.5 spells with one-line summaries and sourcebook page citations. They carry some 550 citations (about 75-90 per level from 1st to 6th, 7 at 0-level, 28 unassigned): the Player's Handbook (about 265), Complete Arcane (69), Magic of Faerûn (61), Player's Guide to Faerûn (29), Book of Exalted Deeds (21), Underdark (19), the Forgotten Realms Campaign Setting (14), Unapproachable East (11), Complete Divine (9), Races of Faerûn (7), Eberron (6), Lords of Darkness (4), Complete Warrior and the Planar Handbook (1 each), and Dragon magazine issues 312-326 (37). They are not reproduced. The 7th- to 9th-level tables are empty.

New Spells: Death Magic

The document closes with a list of Death Magic spells, "Spirit/Death" in sphere and field. "A hallmark of death magic is the dark energy it commands. Black, insubstaintial smokey trails and creatures are the products of death magic." The November 2014 Death Magic list reworks most of these; the 2013 versions differ as follows.

Spell Order 2013 version
Detect Soul 0 discern which creatures within sight and 60 ft have a soul, and roughly how powerful (hit dice)
Capture Soul 1st hold up to Int × level hit dice of souls; the most powerful escapes if too many are taken; the soul saves vs Will. With no soul vessel, the spell itself carries the rule later given to Dark Sacrament: a soul 4 levels above yours lets you cast a spellbook spell 1 level higher, 8 levels above, 2 higher, consumed in the casting
Gentle Repose 1st, ritual "Assist a soul in its transition to the afterlife, leaving no trace of spiritual energy behind to be used in reanimation."
Soul Knife 1st, consumes soul as in 2014
Soul's Echo 2nd, consumes soul as in 2014
Dark Fire 2nd, consumes soul blast 4, 1d4 per hit die released, save vs Fort for half, up to level hit dice, maximum 12d4
Death's Shadow 2nd save vs Will or damage during the next turn carries an additional 1d6 + Int necrotic
Drain Life 3rd, channeled as in 2014, but the dark bolt must be used within 3 rounds and has no cap
Soul's Energy 3rd, consumes soul as in 2014
Soul's Power 3rd, consumes soul for hit dice rounds, damaging spells deal +Int damage and saves against them are at −1
Create Shadow 4th, ritual, consumes soul as in 2014 (10 hit dice), but the shadow "cannot be commanded" rather than "cannot communicate"
Deathfiend 4th as in 2014
Soul's Vitality 4th, consumes soul as in 2014, without the cap at actual hit points
Create Soul Vessel 5th, ritual prepare a vessel whose capacity depends on its Mithis content: "each 200g of Mithis will hold one soul". Withdraw or deposit up to 2 × level souls as a standard action; another caster's vessel can be used only after casting this ritual on it.
Extinguish Life 5th as in 2014
Death Shroud 5th, consumes soul as in 2014
Create Wraith 6th, ritual, consumes soul as in 2014 (16 hit dice)
Anchor Spirit 6th, ritual, consumes soul as in 2014
Soul's Mantle 6th, consumes soul as in 2014
Deathfiend, Mass 7th as in 2014
Angel of Death 8th "??"
Extinguish All Life 9th as in 2014

The 2014 list replaces the Mithis soul vessel with the cantrip Prepare Soul Vessel, which turns any non-living item into a container, and moves Gentle Repose and Detect Soul to the Ethereal College.