Astromancy2

The Magic of the Spheres

The Five Spheres move through the ecliptics. Each Sphere has four signs; Dignity, Exaltation, Detriment and Fall. Each sign is related to an ecliptic, and when that Sphere is in that ecliptic the power of that sphere behaves differently. Normally this has no effect on magic; however, the power of the spheres is tied to meta-magic and anytime a caster uses meta-magic its power is influenced by its relative sphere. Some casters master the power of an individual spheres, and the effects of that sphere apply across the board to all their spells (whether a bonus or penalty).

The Five Spheres:

Temus: Temus is the Sphere of Time. This shimmering blue star controls the time related characteristics of magical spells and effects, such as casting time and duration.
Demus: Demus is the Sphere of Dimensions. This glowing red star controls the characteristics of magical spells and effects that have dimensions, such as range and area of affect.
Kenus: Kenus is the Sphere of Power. This brilliant white star controls the power level characteristics of magical spells or effects, such as Effective Spell Level and Damage.
Menus: Menus is the Sphere of Matter. This glimmering green star controls the characteristics of magical spells and effects that are matter based, such as creation spells and material components.
Cerus: Cerus is the Sphere of Coordination. This fiery yellow star controls the interactive characteristics of magical spells or effects as they pertain to their target, such as saving throws and codependent effects (ie Charm Person).

Oppositional Spheres: All but one of the five spheres has an opposition. Temus is the oppositional sphere of Demus, and vice versa. Kenus is the oppositional sphere of Menus, and vice versa. Cerus is the only sphere with no opposition, and some believe that means it is key to the relationships of all the spheres. These oppositions have particular importance for Masters of the Spheres.
Temus↔Demus
Kenus↔Menus
Cerus (No opposite)

The Four Signs:

Dignity: When a Sphere is in the constellation of its Dignity its power is expressed to its fullest. The meta-magic it affects is easily accessible by all, and especially easy to access by those who are Masters of this Sphere. For all spellcasters the spell level modifier is reduced by 1, and for Masters it is reduced by 2, making it easier to perform this type of meta-magic.
Exaltation: When a Sphere is in the constellation of its Exaltation its power is expressed to its greatest. The meta-magic it affects is more powerful for those who are Masters of this Sphere. For all spellcasters the effects of this meta-magic are normal, but for Masters its effects are amplified (see specific Meta-Magic Feats described below).
Detriment: When a Sphere is in the constellation of its Detriment its power is muted and difficult to access. The meta-magic it affects is still accessible by all, but is more difficult to access for normal casters, and especially by Masters of one of the other Spheres. For all spellcasters the spell level modifier is increased by 1, for those who are Masters of this sphere its spell level modifier is unaffected, and for those who are Master of one of the other Spheres it is inaccessible.
Fall: When a Sphere is in the constellation of its Fall its power is at its weakest. The meta-magic it affects is less powerful to all except those who are Mastesrs of this Sphere. For all spellcasters the effects of this meta-magic are reduced (see specific Meta-Magic Feats described below), for Masters of this sphere it is normal, and for those who are Masters of one of the other Spheres it is inaccessible.


Astrological Component (Aspects)

As the spheres move through the ecliptics they also affect each other. Their relation to each other is based on their proximity in the sky, and is called their aspect. Druids and Mages may opt to use these Astrological alignments as components when casting spells. Clerics and Prophets get their power directly from their god and therefore are only influenced by that deity’s constellation. Sorcerers do not study magic in the way wizards do, and therefore they cannot ‘learn’ to cast their spells using the celestial alignments.
Making use of the Aspects to cast spells is not easy. It takes a keen understanding of Astrology. The character must have the proper feats, which require a certain number of ranks in Knowledge Astrology. However, when casting with an Astrological Component spells can have dramatically increased or altered effects. It is through this power that some of the greatest spells of all times have been cast. The true masters of the Spheres know how to use Aspects that would allow them to level mountains, enchant entire cities, and create wonders beyond the imagination.
Astrological Components are more powerful depending on the rarity of the occurance. They extend durations beyond normal magical limits, expand areas of effects to incredible regions, and can even amplify the power of a simple spell to be world shattering. It all depends on knowledge, skill and patience.

Aspects
Aspects address the angular relationships between the Spheres and the constellations of the Ecliptics. The closer two Spheres are to each other the more influence they have over one another. Sometimes this influence is positive and sometimes it is negative, depending on the Spheres.
The Aspect between two spheres is measured by their relative angle to each other. Each constellation of the ecliptic is a 30 degree range (360 degrees total for the ecliptic belt). This starts with Harnefeld the Horse, from 1 to 30 degrees. Thus if one Sphere is in the Horse and another is in the Bear, they are 60 degrees apart, or in a Sextile Aspect (2 ecliptics apart). Though not always exact, it is simplest for game mechanics to measure aspects by the Ecliptic the Spheres are currently in (30 degrees for every Ecliptic), rather than their exact coordinates. Measuring exacts would be very tedious.1

Aspects are broken into two categories, Major and Minor. Major Aspects are easier to make use of and have broader affects upon the power of spells. Conjunctions, Sextiles, Squares, Trines and Oppositions are the Major Aspects. Minor Aspects require much more concentration to make use of but have unique and powerful affects upon the power of spells. Semi-Sextiles and Quincunx are the only Minor Aspects. A Stellium is a combination of Aspects, that when used together can allow extraordinary affects upon spells.

Conjunction: When one sphere moves into the same ecliptic as another sphere they have a very powerful affect upon each other. If they are opposites they cause oppositional effects that can also be very powerful. If they are not opposites, though, they can compliment each other in extraordinary ways.

Semi-Sextile: When one sphere is only one ecliptic removed from another (either approaching or retreating), they have a very strong influence on each other. This goes beyond simply improving the characteristic of a spell that uses the Aspect as a component; they actually change the nature of the spell.

Sextile: When two spheres are separated by only two ecliptics they work together harmoniously, though one usually benefits more over the other.

Square: When two spheres are separated by three ecliptics they work together in balance, complimenting each other equally.

Trine: When two spheres are separated by four ecliptics they work together harmoniously, but not nearly as strongly as when they are in Sextile.

Quincunx: When two spheres are separated by five ecliptics they have only a weak influence upon one another, but those who know how to draw upon it can find the effects quite beneficial.

Opposition: When two spheres are exactly opposite each other in the celestial sphere, separated by six ecliptics, they have little to no effect upon each other. Sometimes, though, they create challenges that casters can attempt to overcome and if they succeed they may access unique benefits.
Opposites: On the "effects" charts below, if two opposites are in opposition the Astromancer can attempt to use that to his advantage. Both may be increased by up to 4, by making a successful Astrology check vs. DC 15+spell level+2x(Increase on "effects").

Table 5-01 Aspects

Aspect Major/Minor Effect
Conjunction (0 deg) Major Powerful Positive or Negative
Semi-Sextile (30 deg) minor Strong Unique Influence
Sextile (60 deg) Major Strong Harmonious and Beneficial
Square (90) Major Balanced influence
Trine (120 deg) Major Weak Harmonious and Beneficial
Quincunx (150 deg) minor Weak Unique Influence
Opposition (180 deg) Major Challenging oppositional effect

New Feats

As stated before in order to access the power of the stars in spell casting the wizard or druid must have the right feat. These are called Astromancy Feats. They are detailed below. These can be purchased only by wizards and druids.

Master of the Spheres (Astromancy Feat): This feat allows the caster to use the Influence of the Spheres in casting his spells. Once learned, all spells cast are affected by the position of the stars, for the good and bad. This feat is not necessary for Astromancers, who already know how to do this.

Master of Major Aspects (Astromancy Feat): This feat allows the caster to use the Major Aspects (Conjunctions, Sextiles, Squares, Trines, Oppositions) as components in spell casting. See the chart X.XX for a listing of how the Aspects affect spell casting.

Master of Minor Aspects (Astromancy Feat): This feat allows the caster to use the Minor Aspects (Semi-Sextiles, Quincunx) as components in spell casting. See the chart X.XX for a listing of how the Aspects affect spell casting. (Prereq: Master of Major Aspects)

Master of Stelliums (Astromancy Feats): This feat allows the caster to combine the use of multiple Aspects as a component in spell casting. See the chart X.XX for a listing of how the Aspects affect spell casting. (Prereq: Master of Major Aspects)

Aspects as Components

Following is a detailed description of how the use of aspects affects spells when used as a component in spell-casting.

Temus
Temus is the Sphere of Time, and here is how its Aspects to the other Spheres affect spellcasting:

Table 5-02 Temus Effects Chart: Spell Duration Categories

Category Effective Duration
Instantaneous Instantly on action or 1 rnd
Concentration 1 rnd/lvl or as long as concentrates (or 1d4 rnds)
Timed, Very Short 2 rnds/lvl (or 1d6 rnds; or 1 minute)
Timed, Short 1 minute/lvl (or 1d4 minutes)
Timed, Medium 2 minutes/lvl (or 1d6 minutes)
1 Hour 1 Hour (or 10 minutes/lvl)
Timed, Long 1 hour/lvl (or 1d6 hours)
1 Day 1 day
Days 1 day/lvl (or 1d4 days)
Permanent Permanent

Temus and Demus: These spheres oppose each other. When they come into Aspect with each other a spell’s duration and range become intrinsically linked.

When used as a component the caster can increase the range but to do so must also reduce the duration; or the caster may increase the duration by reducing the range. Use the following chart to determine how the effects change. You can increase range for one degree by every degree you decrease duration, or vice versa. The closer they are to each other the greater change that can be made. See Spell Descriptors for definitions of these categories.

Table 5-03 Aspects of Temus and Demus

Aspect Major/minor Effect
Conjunction (0 deg) Major Up to 4 degrees of change
Semi-Sextile (30 deg) minor Special
Sextile (60 deg) Major Up to 2 degrees of change
Square (90 deg) Major Up to 2 degrees of change
Trine (120 deg) Major 1 degree of change
Quincunx (150 deg) minor Special
Opposition (180 deg) Major No change allowed

Table 5-03 Temus and Demus Aspect Effects

Range Area Duration
- Tight Instantaneous
Personal Very Small Concentration
Touch Small Timed, Very Short
Close Medium Timed, Short
Short Large Timed, Medium
Medium Very Large 1 Hour
Long Extremely Large Timed, Long
Extreme Extremely Large 2 Timed, Very Long
Unlimited Extremely Large 3 1 Day
- - Days
- - Permanent

Temus and Menus: When Temus comes into Aspect with Menus it influences the duration of which matter created or altered by Menus lasts. When used as a component the caster can increase the duration of spells that create, summon, or alter matter.

Temus and Kenus: When Temus comes into Aspect with Kenus it influences the duration of which energy created or altered by Kenus lasts. When used as a component the caster can increase the duration of spells that create, summon, or alter energy. While it may seem there aren’t many spells with energy effects that have lasting durations, this also includes resistance to spells, force effects, and any spell that seems to have an invisible force behind it.

Temus and Cerus: When Temus comes into Aspect with Cerus it affects the duration of which the influential effects created by Cerus last. When used as a component the caster can increase the duration of spells that influence other individuals, objects, or other spell effects.
Use the following charts for determining how Temus affects Menus, Kenus and Cerus when in Aspect with them.

Table 5-04 Aspects of Temus and Menus, Kenus, and Cerus

Aspect Major/minor Effect
Conjunction (0 deg) Major Up to 4 degrees of change
Semi-Sextile (30 deg) minor Special
Sextile (60 deg) Major Up to 3 degrees of change
Square (90 deg) Major Up to 2 degrees of change
Trine (120 deg) Major 1 degree of change
Quincunx (150 deg) minor Special
Opposition (180 deg) Major No change allowed

Demus
Demus is the Sphere of Dimensions , and here is how its Aspects to the other Spheres affect spellcasting:

Demus and Temus: These spheres oppose each other. When they come into Aspect with each other a spell’s duration and range become intrinsically linked. See “Temus and Demus” in the section above describing how Temus interacts with other Spheres.

Demus and Menus: When Demus comes into Aspect with Menus it influences the dimensional characteristics of the matter created, summoned, or altered by Menus. When used as a component the caster can increase the range, area or amount of matter crated or affected by spells.

Demus and Kenus: When Demus comes into Aspect with Kenus it influences the dimensional characteristics of the energy created, summoned, or altered by Kenus. When used as a component the caster can increase the range, area or amount of energy crated or affected by spells.

Demus and Cerus: When Demus comes into Aspect with Cerus it affects the dimensional characteristics of the influential effects created by Cerus. When used as a component the caster can increase the number of targets, range, or area of effect of spells that influence other individuals, objects, or other spell effects.

Use the following charts for determining how Demus affects Menus, Kenus and Cerus when in Aspect with them.

Table 5-05 Aspects of Demus and Menus, Kenus and Cerus

Aspect Major/Minor Effect upon Spell Dimensions
Conjunction (0 deg) Major Increase by 4 degrees
Semi-Sextile (30 deg) minor Special
Sextile (60 deg) Major Increase by 3 degrees
Square (90) Major Increase by 2 degrees
Trine (120 deg) Major Increase by 1 degrees
Quincunx (150 deg) minor Special
Opposition (180 deg) Major No change allowed

Table 5-06 Demus Effects Chart: Dimensional Characteristics

Range Area # of Targets
- Tight You
Personal Very Small 1 willing target
Touch Small 1 unwilling target
Close Medium Very Few willing targets
Short Large Very Few unwilling targets
Medium Very Large Few willing targets
Long Extremely Large 1 Few unwilling targets
Extreme Extremely Large 2 Many willing targets
Unlimited Extremely Large 3 Many unwilling targets

The following three charts detail exactly what each category within the Demus Effects Charts means. All spells should be able to be assigned a degree within each categories (range, area, # of targets). Some spells have other limitations, but most are insignificant enough to not be a factor. If the GM determines that it is a factor, he may move the spell up or down the chart one degree as he deems appropriate. The amounts listed are the maximums for that degree, so if a spell seems to go above that limit, it should move to the next degree up.

Table 5-06a Range Chart

Range Definition
Personal The spell affects only you.
Touch You must touch a creature or object to affect it.
Close 25 ft+ 5ft/2
Short Any range > Close but < Medium
Medium 100 ft+ 10ft/ caster lvl
Long 400 ft+ 40ft/ caster lvl
Extreme Any range > long but < unlimited
Unlimited anywhere on same plane

Note: If number of targets within range must be within a certain distance of each other, that may be doubled by allocating one degree of range increase.

Table 5-06b Area Chart

Area Spread/Sphere Cone Cubic Feet
Tight 5' radius 15' Cone one 1' Cube/clvl
Very Small 10' radius 30' Cone one 5' Cube
Small 20' radius 60' Cone one 10' Cube
Medium 30' radius 90' Cone one 5' Cube/clvl
Large 40' radius 120' Cone one 20' Cube
Very Large 60' radius 180' Cone one 10' Cube/clvl
Extremely Large 1 80' radius 240' Cone one 20' Cube/clvl
Extremely Large 2 120' radius 360' Cone one 30' Cube/clvl
Extremely Large 3 2 mile radius 6 mile cone one 60' Cube/clvl

NOTE: Rays are measured in range; a burst or emanation can be in any shape but comes from a central point. Initial spell areas should be compared to this chart and a close approximation determined (ie a 15' radius burst would be "Small").

Table 5-06c Targets Chart

# of Targets Definition
You The target of the spell is you, the spellcaster
1 Willing Target the target is 1 willing creature or object or 1d4 (avg 2)
1 Unwilling Target the target is 1 creature or object or 1d4 (avg 2)
Very Few Willing Targets <= 1/2 clvls or <= 2HD/clvl or 2d4 (avg 5)
Very Few Unwilling Targets <= 1/2 clvls or <= 2HD/clvl or 2d4 (avg 5)
Few Willing Targets => 1/clvl or => 3HD/clvl or 2d10 (avg 11)
Few Unwilling Targets => 1/clvl or => 3HD/clvl or 2d10 (avg 11)
Many Willing Targets all in range/area
Many Unwilling Targets all in range/area

clvl=caster level, the number could be number of individuals or
NOTE: The category of # of Targets may have consistent calculation for the spell, but its position on this chart may change based on the caster level of the character. Also, there may be range limits between targets. These can be doubled by increasing the range by one degree. If # of targets is based on a set dice roll, then determine the average possible roll, and determine if that would exceed the average given beside the example in each category).

Menus
Menus is the Sphere of Matter, and here is how its Aspects to the other Spheres affect spellcasting:

Menus and Temus: When Menus comes into Aspect with Temus it influences the duration of which matter created or altered by Menus lasts. See “Temus and Menus” in the section above describing how Temus interacts with other Spheres.

Menus and Demus: When Menus comes into Aspect with Demus it influences the dimensional characteristics of the matter created, summoned, or altered by Menus. See “Demus and Menus” in the section above describing how Demus interacts with other Spheres.

Menus and Kenus: These spheres oppose each other. When they come into Aspect with each other they create powerful conflicts between matter and energy. When used as a component the caster can take advantage of these conflicts in unique ways.

Menus and Cerus: When Menus comes into Aspect with Cerus it affects how matter can be influenced or altered by Cerus. See “Cerus and Menus” in the section below describing how Cerus interacts with other Spheres.

Use the following charts for determining how Menus affects Kenus when in Aspect with it

Table 5-06d Menus Effects Chart on Matter Created or Affected

Degree Matter Created Matter Affected
Least x 1/10 x 1/4
Minuscule x 1/5 x 1/3
Much Less x1/3 x 1/2
Less x 1/2 x 3/4
Normal x1 x1
More x 1 1/2 x 2
Much More x 2 x 3
Massive x 3 x 5
Most x 4 x 10

Table 5-07 Aspects of Menus and Kenus

Aspect Major/Minor Effect upon Duration
Conjunction (0 deg) Major Increase by 4 degrees
Semi-Sextile (30 deg) minor Special
Sextile (60 deg) Major Increase by 3 degrees
Square (90) Major Increase by 2 degrees
Trine (120 deg) Major Increase by 1 degrees
Quincunx (150 deg) minor Special
Opposition (180 deg) Major No change allowed

Table 5-08 Effects of Aspects of Menus and Kenus

Aspect Effect
Conjunction Spells that use both matter and energy in their effects doubled
Semi-Sextile Strong unique affect
Sextile Spells that use both matter and energy in their effects maximized
Square Balanced
Trine Harmonious
Quincunx Weak unique affect
Opposition No effect upon each other.

Kenus
Kenus is the Sphere of Energy, and here is how its Aspects to the other Spheres affect spellcasting:

Kenus and Temus: When Kenus comes into Aspect with Temus it influences the duration of which energy created or altered by Kenus lasts. See “Temus and Kenus” in the section above describing how Temus interacts with other Spheres.

Kenus and Demus: When Kenus comes into Aspect with Demus it influences the dimensional characteristics of the energy created, summoned, or altered by Kenus. See “Demus and Kenus” in the section above describing how Demus interacts with other Spheres.

Kenus and Menus: These spheres oppose each other. When they come into Aspect with each other they create powerful conflicts between matter and energy. See “Menus and Kenus” in the section above describing how Menus interacts with other Spheres.

Kenus and Cerus: When Kenus comes into Aspect with Cerus it affects how energy can be influenced or altered by Cerus. See “Cerus and Kenus” in the section below describing how Cerus interacts with other Spheres.

Table 5-06e Kenus Effects Chart on Force Affects

Degree Dice Based Other
Least Down 4 degrees x 1/4
Minuscule Down 3 degrees x 1/3
Much Less Down 2 degrees x 1/2
Less Down 1 degree x 3/4
Normal Normal x1
More Up 1 degree x 2
Much More Up 2 degrees x 3
Massive Up 3 degrees x 4
Most Up 4 degrees x 5

Notes: Dice effects are those energy based effects that are determine randomly using dice. This usually includes damage (which is almost always a result of force). Other effects that rely on force are things such as speed (fly spell), strength (levitate), and less measurable results. If any force effect is related to duration, dimensions, or interaction, they are not represented by Kenus.

Cerus
Cerus is the Sphere of Influence, and here is how its Aspects to the other Spheres affect spellcasting:

Cerus and Temus: When Cerus comes into Aspect with Kenus it affects the duration of which the influential effects created by Cerus last. See “Temus and Cerus” in the section above describing how Temus interacts with other Spheres.

Cerus and Demus: When Cerus comes into Aspect with Demus it affects the dimensional characteristics of the influential effects created by Cerus. See “Demus and Cerus” in the section above describing how Demus interacts with other Spheres.

Cerus and Menus: When Cerus comes into Aspect with Menus it affects how matter can be influenced or altered by Cerus.

Cerus and Kenus: When Cerus comes into Aspect with Kenus it affects how energy can be influenced or altered by Cerus.

Use the following charts for determining how Cerus affects Menus and Kenus when in Aspect with them.

Table 5-09 Aspects of Cerus and Menus or Kenus

Aspect Major/Minor Effect upon Characteristics
Conjunction (0 deg) Major Increase by 4 degrees
Semi-Sextile (30 deg) minor Special
Sextile (60 deg) Major Increase by 3 degrees
Square (90) Major Increase by 2 degrees
Trine (120 deg) Major Increase by 1 degrees
Quincunx (150 deg) minor Special
Opposition (180 deg) Major No change allowed

Table 5-10 Aspects

Aspects
Aspects of Cerus and Demus
Aspects of Cerus and Kenus
Aspects of Cerus and Menus
Aspects of Cerus and Temus
Aspects of Demus and Cerus
Aspects of Demus and Kenus
Aspects of Demus and Menus
Aspects of Demus and Temus
Aspects of Kenus and Cerus
Aspects of Kenus and Demus
Aspects of Kenus and Menus
Aspects of Kenus and Temus
Aspects of Menus and Cerus
Aspects of Menus and Demus
Aspects of Menus and Kenus
Aspects of Menus and Temus
Aspects of Temus and Cerus
Aspects of Temus and Demus
Aspects of Temus and Kenus
Aspects of Temus and Menus

Masters of the Spheres

Some Mages are trained to master the power of a particular Sphere. Much like specialists in schools of magic, Masters of the Spheres select their particular sphere at 1st level. It then influences how they learn and cast spells thereafter. Also, like specialists, their spells cast with this Sphere are more powerful and more difficult to resist.

TO DO: WRITE UP MASTERS OF THE SPHERES

New Skills:

Knowledge - Astrology (Int)

You may employ the use of Astrological Alignments as components in spell casting, there by reducing the effective spell level of the spell. This allows you to add more meta-magic feats, or cast spells normally beyond your range. This will not bring a spell more than 2 levels lower than its normal level.

To do so you must make a
Skill Check vs. DC 15+(-2xlvl change)

That is, the 2 times the level adjustment (ignoring the negative sign) +15.

So, a once per month effect is a -4 level benefit. This would require a DC of 23 (15+2x4).


Notes:
Elements: One of the elements the Sphere is related to (Fire, Air, Earth, Water, Force)
Qualities: (Cardinal, Fixed, Mutable) These apply to birth dates and the positions of the Spheres when a person is born and how that affects their personality.
Dominions: These are the magical powers that the spheres each influence. Each sphere has influence over one of five Dominions of magic (
Each Sphere should have a Meta-Magic Characteristic that it affects, but also another category of spells that other Spheres influence in Aspects.

List special alignments, rarity, effect, dates and durations.
Create Feats accordingly.


Birth Signs

The stars have power over all things, and when a mortal is born the position of the stars and the celestial bodies influence that child’s abilities. For most these have minor influences on their lives, but for Player Characters, who often find themselves in need of great luck or extraordinary abilities, these can have a heavy influence on their destiny.
Every player should choose an age, which determines the year of their birth. Then they should roll 1d12 to determine the month of their birth, and 1d30 to determine the day. They should then consult the Astrology Chart to determine their Three Signs:

Star Sign: The ecliptic in which the Orb of Sheliak rose that day. This has the most influence on the characters development. The benefit is very obvious. Usually attribute bonuses, skills, supernatural abilities, resistances, etc…

Moon Sign: The ecliptic in which the moon of Loran rose that day. This has a small influence on the character’s development. The benefit is rarely obvious. Usually minor saving throw bonuses, influence bonuses, luck bonuses, etc…

Sphere Sign: Any unique positions of the Five Spheres during the time of your birth. These only matter when they realign in this position again. Bonus during certain alignments.

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