Godless
Magic of the Spheres
Magic of the Spheres
In the metaphysical darkness beyond space, time, and thought, there exists nothing but six perfect spheres.  These spheres are the source of the primal energies that govern the universe itself: Earth, Air, Water, Fire, Life, and Death.  Those able to gain access to these primal energies are able to exert limited control over reality itself.  During the Age of Heroes, the gods acted as a bridge between men and the Spheres.  In their omnipotence, they tapped and maintained the energies of the Spheres, granting their mortal worshipers powers in return for service.  In those days, as the gods maintained a connection to all of the Spheres, priests and mages were not limited to individual energies.  However, when the gods were destroyed, there ceased to be a bridge between men�s minds and the Spheres.  After one hundred years without magic, some great scholars were able to make the cognitive leap necessary to connect their minds to the power of the Spheres through will alone.  Without the intervention of the gods, however, these new mages are only able to connect to one Sphere.  While it is known that some of the most accomplished mages have been able to tap additional Spheres, this is rarer by far than casters who are simply able to connect to one chosen Sphere.  Numerous philosophical and meditative traditions exist throughout the world that teach the kinds of internal focus necessary to make the cognitive leaps necessary to connect to the Spheres.  Many have incorporated, or arisen from religious or artistic traditions, and bear the trappings of these origins (for example: hand gestures, dances, or chants) despite the fact that such affectations are no longer necessary.

All Sphere magic is clearly linked to its originating Sphere.  A Death Bolt consists of wailing spirits or burning skulls; an Earth Bolt is a stone lifted and hurled with tremendous force, or a spontaneous stalagmite thrusting up from the ground to damage an opponent.  While many philosophical and magical orders use verbal and somatic components when accessing the Spheres, these are not strictly necessary to spellcasting.

Armor, or indeed heavy clothing, inhibits a spellcaster�s ability to connect completely to the Spheres.  Various magical orders and philosophical schools have varying theories as to why this is the case.  Each point of Armor bonus or Vigor bonus against environmental effects granted by armor or clothing worn by a Sphere Mage gives a -1 penalty to Spellcasting checks.  Only the piece of armor or clothing with the greatest bonus is used.  Thus if a Sphere Mage has on Leather Armor and Plate Leggings takes only the -3 from the Plate Leggings.  These penalties only apply to mundane bonuses, not magical ones.  So leather armor +2 (that is, with a +2 Artificer bonus to armor) only carries the -1 penalty for the mundane armor bonus.
Arcane Backgrounds: Click the links below to see complete spell lists
Arcane Background: (Fire Sphere):
Arcane Background: (Water Sphere):
Arcane Background: (Earth Sphere):
Arcane Background: (Air Sphere):
Arcane Background: (Life Sphere):
Arcane Background: (Death Sphere):
The Following spells are available to all spheres:

1. Concentrate
2. Dampen Backlash
3. Drain Power Points (disconnect sphere)
4. Fortune
5. Growth:
6. Mishap:
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