With the release of the fourth volume of the Wizard's Spell Compendium, I contemplated the use of the new spells and the multitude of wizard specialialists in the Astromundi Cluster. Here is my interpretation of how they can be used in the shattered sphere setting. All the common specialist mages such as illusionists, necromancers or the four elementalists can be found as well as of the following.

Spelljammer Setting Spells [page 1136] These spells are Common in a sphere where everyone is spelljammer aware. Since many Arcane devices and potions are used throughout the sphere, Read Arcane Runes is in wide use. The Sun Mage spells are reserved for the Antilan Empire, however.

Artifice [page 1121] This specialty class is popular among gnomes. NPC Arcane mages also exhibit the spells of this class.

Mentalism [page 1118] If a DM does not wish to use psionics in their campaign, the Mentalist class makes a fair substitution. Uses the arcane powers of the Illithids [Monstrous Manual page 251] and a Mentalist suffers only a -3 penalty to saving throws vs their powers due to their class abilities. Regardless of weather psionics are used or not, mentalists spells can be found among Antilans mages and the Calidian Hidden, both of which combat the illithids on a regular basis.

Shadow [page 1119] This specialty mage class is quite rare and found mostly among Varans who are independent of the Illithids. Shadowstone can be used as a substitute for any of the spells from the Shadow Mage list and is not consumed in the casting.

Wild Magic [1124] The presence of Wild Zones (The Celestial Almanac page 11) indicates that Wild Mages can also exist in the Astromundi Cluster. These mages are rare however and not trusted as spelljammers by other races due to their unpredictable nature. (In my campaign) Wild Mages do not automatically cause a surge when using a spelljamming helm, just as they do not cause a surge when using any other common magical item. They can vulunteraly cause a surge when assuming the helm in an attempt to raise their level for SR purposes (roll on the Wild Magic Level Variation table). In this case, treat the mage as the target of the surge. ONLY a Wild Mage has a 50% chance per round of suppressing the wild surge caused by using a spelljamming helm within a wild zone. Most wild zones are 3 to 6 hexes across at their widest point (although some can be much larger) and a ship can move 1 hex per SR in a round.

Oriental Adventures Spells [pages 1133-1134] In my campaign, at least on major asteroid nation of Kara-Tur immigrants exist in the Inner Ring. Kits from the Complete Fighters, Wizards, Priests, and Ninjas Handbooks are used as well as 2nd edition kits from Dragon #189. The Wu Jen, Geisha, and Ninja spells would be used by these people and cannot be learned by other mages just as chronomancy spells cannot be learned by other mages. These spells (only the setting specific ones) are tied to a Kara-Tur philosophy of life and cannot be learned by those who have not been approved by the Celestial Bureaucracy (ie non-oriental spellcasters).

Savage Setting spells [page 1136] These spells might be appropriate for Lizard Men mages (who can attain 4th level, or 6th if the optional rule for Exceeding Level Limits from the DMG page 15 is used) or the savage elves of Giltiond (but NOT elves from other locations within the sphere).

Chronomancer [page 1138] It is not inconceivable that Chornomancers thrive in the shattered sphere. Due to the turbulent history of the sphere, a strong Guardians organization exists within the sphere to prevent the alteration of the timestream. The headquarters of the Chronomancers Guild is believed to be in the Inner Ring, but this could be a rumor to keep its true location secret.

Dream Mage [page 1138] It is rumored that a paradise asteroid exists somewhere in the Inner Ring where Dream Mages rule and propagate their knowledge to others of their skill. Its location is a guarded secret and only Dream Mages (or young aspiring apprentices who "dream" of becoming one) can find it. Powerful enchantments prevent other intelligent beings from seeing the asteroid or from remembering that they did. The blue lotus grows in abundance on the Asteroid of Dreams, but is very rare elsewhere in the inner sphere and does not grow in the colder climates of the outer sphere. Most Dream Mages are Calidians, elves or half-elves.

Deathmaster [page 1139] The evil deity Seltaine holds sway over some of the Varan that have not allied with the Illithids. This evil cult produces many evil priests and a particularly nasty from of necromancer: the Deathmaster. Deathmasters in the Astromundi Cluster are always Varans who have a brand or tatoo of the cobra (Seltaines unholy symbol) on their forehead and are NPC's.

Frost Mage [page 1139] The few Thoric mages who are not Wise Women are usually males with golden eyes. One of the favorite specializations of the Thoric is the Frost Mage. Frost Mages are most likely to be found in the Great Belt and Fringe asteroid belts.

Gypsy spells [page 1140] These spells are guarded and used by the Aperusa wildspace gypsies of the shattered sphere. The Aperusa kit is restricted to rogue classes and it is bards that learn and cast these spells. The spell Summon Equine Beings is nearly useless in the Astromundi Cluster setting and is not known to the Aperusa gypsies.

Healer Mage [page 1140] With only 12 native deities and the need to establish temples and pray at them to recover spells higher than 2nd level for all others, denizens of the astromundi cluster cannot always locate a healing priest when one is needed. The Healer Mage has become quite common as a result. The vast majority of Healer Mages are Calidians. Optionally, if the Healer class from the Sages & Specialists book are used, this spell list is recommended. Add: Remove Disease (2), and Cure Disease (3).

Red Wizard of Thay spells [1144] Although the Red Wizards are not found in the Astromundi Cluster setting, the Antilan Empire is quite similar to them in lifestyle and attitude. Spells from this list can be used to expand the selection of unusual spells available to the Antilan Sun Mages. Good choises include Fire Aura (1), Combust (2), Dazzle (2), Flame Dagger (2), Find Traps (2), Detect Charm (3), Flashburst (3), Trap Spellbook (3), Fire Gate (4), Fire Lance (4), Fire Stones (5), Acid Rain (6), Fire Storm (8), Flensing (8), Spell- Lash (9).

Savant [page 1145] Mages is sage abilities are often found in populated areas. They will have an field of study (DMG page 107) and should be NPC's. They are found most often among the Calidians and sometimes among the Antilans or Varans.

Witch spells [page 1148] The Astromundi Cluster boxed set does not specifically state what class the Thoric Wise Women are, but implies they are mages of some sort. The Witch spell selection is a good choice to give the Wise Women. The majority of will be of good alignment and be able to reverse the harmful necromancy spells.

Spells for Other Races [pages 1149-1150] The following races are found in the Cluster with their corresponding unique spells: Alhoon (undead illithids), Arcane, Beholder, Dragon (the few that their are), Drow (drow are very rare in the cluster due to the greater elven presence), Elf (excluding High Magic), Neogi, Undead (from the Isle of Banshees).