Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Grovestrider's page

Pathfinder Society Member. 84 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


1 to 50 of 84 << first < prev | 1 | 2 | next > last >>

Have you taken a look at the spheres of power magic system? You get at-will abilities that you can further augment as needed throughout the day.

Lirya wrote:
I am really looking forward to seeing the Conscript.

I am also excited to see the conscript as I would like to compare it to the Hedgewitch from Spheres of Power.

1 person marked this as a favorite.
miscdebris wrote:
Air0r wrote:
sadie wrote:

mekka2000 wrote:
What would be PERFECT should be a sheet for Spheres of power things. Not a new character sheet for each classe, but at least 1 sheet where you can put your spheres, your talents, caster level, spell pool, ...
Vote for Spheres of Power has been noted. I do actually keep a big list of all the stuff people ask for most often, even if I only work my way through the list slowly.
you can go ahead and put in a vote from me as well then.
And me, as well.

I also would like to see a Spheres of Power character sheet. I imagine it could be styled after the Neceros sheet with additional columns in the 'CLASS' section for CL, Spell Pool, etc.

N. Jolly wrote:
Reviewman wrote:

I just want to drop in and say that the Legendary Talents should not be locked behind level 10. Instead each talent should have a BAB associated with it as appropriate.

I understand Scout Sphere will make a character very stealthy and that's cool, but at level 5 a Wizard can cast Invisibility sphere up to three times in one day. For a Sphere caster they could get their entire party to have a +6 on Stealth as well as Hide in Plain Sight by 5th level. For a Castle Infiltration which would you think is more valuable? I would say the entire party being able to participate instead of one guy going Splinter Cell.

Options competitive with that may be considered Legendary Talent material, but a character shouldn't need to wait till level 10 to compete with stuff another class in the same niche did at level 5

As far as I'm aware, that's how we're doing them, so you don't need to worry there.

Honestly, I dont think that Legendary Talents should have any requirements besides Sphere and Talent Prerequisites. My reasoning is that for the most part the requirements on Advanced Talents were made due to 'world shattering' ability, 'potential abuse', or 'sheer power' but that is not the case Legendary Talents if I understand correctly.

2 people marked this as a favorite.
Baval wrote:

Putting this one seperate as ive been editing my last comment a lot

Casters do NOT have more taxes, they have more options. A tax is an ability you dont want but have to get because its required for something they do want. Every single ability a sphere caster chooses is an ability he wants. A martial character has to choose abilities he doesnt want to get ones he wants, especially with armor proficiency. Another example is the fact that the boxing sphere is restricted to only light weapons, and also includes a talent to stop people from lying. If i want that talent, i need to take boxing, even though if i never plan on using a light weapon the sphere is useless to me.

I know that wearing heavy armor is technically something i dont NEED (it is btw, if thats the character im playing. thats like saying if you want to play a necromancer you dont need to raise the dead at level 1, which was Vancian castings method which was changed for SoP). However I neither NEED nor WANT medium armor proficiency if I want to wear heavy armor, so why am i forced to take it?

I agree, if the writers of SoM want to keep 'Proficiency' talents, atleast make them less taxy. This can be done by making the Armor Proficiency talent grant Light, Medium, and Heavy Armor proficiency by taking it once; making the Shield Proficiency talent grant Light, Heavy, and Tower shield proficiency by taking it once, etc.

By forcing someone to take a talent multiple times to gain other proficiency, you are inforcing a tax. If someone is intending to use Heavy Armor, than taking the talent twice or three times means that they were taxed one or two talents for proficiency they dont intend to use.

1 person marked this as a favorite.
Ssalarn wrote:
I disagree with you. In fact, you seem to disagree with you, given that you note that the armor system is internally balanced. Heavier armor proficiencies are add-ons, not necessities, and every practitioner class can do their job exceedingly well with the proficiencies they have. A blacksmith who wants to wear a breastplate and fight with whip fiend is looking at three talents (which he gets), and he'll be doing stuff core martials can't for several levels. Most of the proficiency packages also offer multiple exotic weapons now, meaning that each one package opens up a plethora of combat options, articularly when combined with the new Equipment dedications. He's also going to continue to accumulate talents and feats every level thereafter, meaning his combat proficiency and functionality are going to continue to grow outward faster than core martials, until classes like barbarian, paladin, and ranger start playing catch up with their spells, companions, and Su options. If the martial classes were buffed up much more, they'd be better at low levels than some of the strongest...

I have to agree that by making 'proficiency taxes' you are still encouraging martial/caster disparity. I also see no problem with having the SoM classes being more "powerful" than core martial classes, they suck anyways.

Take a look at the level 1 blacksmith. If he spends all his talents just to get the armor, weapon, and shield proficiency he wants. What can he 'do' at 1st level?
- Grant +2 damage for 24 hours
- Sunder/Mend equipment.

Compare that to a level 1 armorist. He does not need to spend talents to get proficiency, although he could if he wanted. Instead he can spend his talents to cover the same bases of the Blacksmith, and still coming out on-top.
What can he 'do' at 1st level?
- War sphere: Totem of War (granting +2 bonus to damage)
- Creation sphere: Destroy/Repair object (pretty much sunder/mend equpment)
- Summon Any Weapon
- Bonded weapon of his choice.

I am not ofcourse mentioning feat use, because they both have feats. But as you can see, just giving the blacksmith a couple more proficiencies (shield + medium armor) would allow the Blacksmith to be more on-par with the Armorist.

And you know what is sad? The armorist is arguably the WEAKEST of all SoP casters, which would mean that at 1st level, the Blacksmith is actually weaker than the weakest of SoP casters.

I would also like to know if anyone in the party utilized sphere handbook expansions?

jedi8187 wrote:
I would like to see a version that makes as much sense for evil or chaotic neutral characters as the current version does for good and lawful. Maybe changing the restriction to good and providing archetypes for evil, lawful, and chaotic options. Although that would likely be a lot of work.

I just wanted to say that if they make the Paragon class restricted to good alignment and then included archetypes for evil, lawful, chaotic, and maybe even true neutral options, then they can each be written to make sense.

For Example, if written and fluffed for the Skybourne setting:

The base Paragon could be focused in protecting the weak (or Destroying the Oppressive).
The Evil Paragon could be focused in destroying the weak (or Protecting the Strong)
The Chaotic Paragon could be focused in the expansion of the Cryptwood.
The Lawful Paragon could be focused in destroying the Cryptwood.
The True Neutral Paragon could be focused in Protecting themselves (be it family, organization, etc).

SilvercatMoonpaw wrote:
Grovestrider wrote:
SilvercatMoonpaw wrote:

In other news it appears that some people have adopted "spheremighter" as the fan term for those that use this system.

I'd like to informally vote against that name as I think it sounds clunky.

Instead I'd propose "spherefighter": I find the "f" flows better.

I personally prefer "spheremartial"
That's not too bad. Still doesn't roll off the tongue quite like "spherefighter".

My issue with spherefighter is that I am quite certain that there will eventually be a Sphere of Might archetype for the Fighter class, and would like to avoid future confusion when someone refers to the Sphere Fighter (fighter archetype) vs a Spherefighter (SoM system user).

SilvercatMoonpaw wrote:

In other news it appears that some people have adopted "spheremighter" as the fan term for those that use this system.

I'd like to informally vote against that name as I think it sounds clunky.

Instead I'd propose "spherefighter": I find the "f" flows better.

I personally prefer "spheremartial"

In regards to Spheres of Power, I would recommend the Teleport Beacon talent.

Backer #6 at Commander. While I don't use Hero Lab, I couldn't pass up the opportunity to have a character immortalized as an NPC.

I would like to see Kickstarter Add-Ons including additional Hardcover copies of Spheres of Power and/or Spheres of Might.

It might help to have a voting poll made and placed on the Kickstarter page for all the suggested names, that way a more accurate counting for votes and popularity of names could be made.

Will Spheres of Combat be utilizing Path of War's Knowledge (Martial) skill? Because I think it would be awesome if it did, perhaps allowing those who invest in the skill to determine what combat spheres the target has.

Ssalarn wrote:
I don't think we have any spheres covering Linguistics though, and most of the Diplomacy options are class-specific instead of sphere associated.

I could definitely see an April Fools expansion for Linguistics that is a "Word-Play sphere" Something similar to OotS "Dashing Swordsman" where making a successful Linguistic's check allows adding Charisma to various rolls such as attack, damage, saves, etc.

Luthorne wrote:
...kind of have an admittedly zany mental image of someone surfing down a mountainside on a giant greatsword or tower shield, possibly with other members of the party trying to balance on it...

I also want to second the idea of shield surfing, not just the LotR shield surfing that Legolas does, but also the kind that is done in DreamWorks Sinbad: Legend of the Seven Seas

I think my question was skipped over.

Is there currently any support for those who dual-wield two tower shields?

I am curious if there will be dual-wielding shield support (including tower shields).

Taperat wrote:
The way I would go about that would be to make a ritual that mimics the effects of the restoration spell. It would result in a 1-hour ritual that costs 1050 gp in materials. It avoids stepping on the toes of the advanced talent, as that only requires a single standard action to use making it viable in combat or other stressful situations.

I would also suggest using rituals for the same reasons.

1 person marked this as a favorite.
Ectar wrote:
Spheres of power by Drop Dead Studios is really good if you want a different flavor of magic.

I just wanted to second this.

Dotraj wrote:
I was looking at the fortified casting boon and saw that it doesn't affect spell points.

While it doesnt say it explicitly, it in-fact does affect your spell pool. Spheres of Power, pg 9 states the following:

Spell Points wrote:
...Each caster gains a pool of spell points equal to their class level plus their casting ability modifier.

Because Fortified Casting lets you use your Constitution modifier as your Casting Ability Modifier, you infact can use it to determine spell points.

Arythain wrote:
DM-Salsa wrote:

I believe you can pick what attribute you use with any of the Spheres of Power classes.

Scratch that, Tenro has the right idea.
Eh, that only allows it for the spheres, not for the attributes of the class like spell points.

Actually the trait explicitly includes spell points (emphasis mine)

Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc.

thelizardwizard wrote:

so, if I went encanter, I can literally pick and choose spheres/talents as I wish? is that correct? If so this is gonna be cool. ALL DA MAGICS.

Every spherecasting class may pick and choose whatever spheres/talents they want (not just the incanter).

rungok wrote:
....could I make someone that can do shouts like in skyrim?

Someone on the playground forums posted this which you might find helpful to emulate specific shouts.

SilvercatMoonpaw wrote:
Just to be clear this is just monster stat blocks and there's no advice for converting other monster SLAs and spellcasting to Spheres?

Yes, it is just stat-blocks.


1) How did people balance alteration? It seems that I can give 3-4 traits at 6 level (with the advanced talent) traits. I can also spent an extra spell point to give all an equal amount of traits to 1 ally for every 2 levels I posses. So at 6th level I can spent 2 spell points and give to my three melee 3-4 traits which include pounce (1 trait), 4 claw attacks each (2 traits), an extra pair of arms (1 trait) and later give them even more hands and fly speed, more natural attacks etc.

So they can fullattack every round due to pounce and get a terrible amount of offensive power.
Add couple of buffs from one or two other classes, and godforbid if one of those is a bard and you just created unstoppable killing machines.

Am I doing something wrong here? Am I understanding something wrong? even without the advanced talent you still can spread around 3 traits to 3 people at 6th level.

Some very minor things to note:

1st, you may be able to grant 3-4 traits at CASTER LEVEL 6 (with the Advanced Talent). But being caster level 6 does not mean the same thing for everyone. For example:
- an Armorist is 12th level when she has a Caster Level of 6. Eight talents to spend on spheres/talents. BAB of +12/+7/+2.
- a Hedgewitch is 8th level when she has a Caster Level of 6. Eight talents to spend on spheres/talents. BAB of +6/+1.
- a Shifter is 6th level when she has a Caster Level of 6. Six talents (with Alteration being free) to spend on spheres/talents. BAB of +4
- a Soul Weaver is 6th level when she has a Caster Level of 6. Eight talents to spend on spheres/talents. BAB of +3.

So, even assuming that the character in question is not only CL 6, but level 6 aswell, that sort of limits us to High-Casters and the Shifter (neither of which benefit from their own pounce ability at that level). In addition, in order to give all the abilities you listed, you would need the following talents (not including the Alteration sphere:
- Additional Limbs
- Avian Transformation
- Bestial Reflexes
- Greater Transformation
- Mass Alteration
- Extreme Transformation

A shifter would have to spend ALL his talents on acquiring these to do all this. A soul weaver would have only 1 talent remaining to either spend on the Alteration talents or to acquire a new sphere.

In other words, it would be a heavy investment, as opposed to a single spell slot (with Vancian spellcasting).


2) Similarly, how do you deal with multiattackers? either via the twf style or natural attacks, when someone stacks number of attacks, shocking weapon quality, has a bard in the party which enhances every single attack with inspire courage, throw couple of buffs and your average unarmed strikes/twf/Natural attacks jester becomes monstrous?

I know DR is a thing... but it seems every single creature will have to be modified as such to have a chance of staying alive.

Sorry to burst your bubble, but multiattackers at level 6 aren't exactly something new (Animal Companions, Beast Form, Eidolons, etc). The Alteration sphere doesn't change that. But unless the targets of the shapeshift also invest in feats such as Multiattack, they may find their secondary attacks missing more often than not.

Just a heads up, Wizard's Academy has been released which is an Adventure module for Spheres of Power and includes a small Bestiary including 100 monsters.

Aramil Wellys wrote:
How does it compare with the standard magic system, in particular will it make those using the standard magic system feel either underpowered or even useless?

Spheres of Power is considered generally weaker than the standard magic system. It however allows for thematic character concepts otherwise impossible to accomplish at low levels (such as a space/time wizard who is able to teleport aswell as freeze time at level 1, or shapeshifter who can turn into a dragon at level 1, etc etc). While these concepts may sound 'overpowered' they are actually very well balanced. However, because Spheres of Power encourages characters built around themes, it is difficult if not impossible to be a 'batman wizard' or 'god-wizard' caster who has solutions to 'all the problems'. Instead, you will be able to do One or Two things REALLY WELL or alot of things poorly (depending on how much you invest in each sphere).

An Alteration sphere specialist is in my opinion the most versatile (especially with the release of the Shapeshifter's Handbook).

As for most restrictive, I think a Life sphere specialist will be the most restrictive. They are capable of only one thing, heal (unless you are against undead).

All the other spheres have several utilitarian abilities. Luckily in the case with the Life sphere, a Hedgewitch with the spiritualism tradition only needs a couple Life sphere talents and can simply grab 'restore X' or 'restore Y' talents whenever it becomes necessary.

Aolis Greenborn wrote:
Is the base creation sphere redundant with protection sense I can create barriers in place of things like walls?

If you were only going to use creation to create walls, than sure. But just for completeness sake, lets look at each more closely. (Assuming CL 7)

Barriers w/ Creation sphere: Hardness 5; HP 10; four 10-ft x 10-ft x 1-in wall (becomes eight at CL 8); Duration Concentration (or 7 hours w/ Lengthened Creation)

Barriers w/ Protection sphere: Hardness 0: HP 11; Break DC 18, 45 radius surrounding caster (or seven 10-ft cube barriers w/ Greater Barrier); Duration 7 rounds.

However Creation has several other uses besides creating walls, infact there is alot of versatility in that sphere. Infact many challenges may be able to be simplified just by creating a mundane item.

Aolis Greenborn wrote:
Would a staff of conjuration be worth it or is something like a staff of destruction way more useful?

That depends, what would the enhancement bonus of the staff be? If it will only be a +1 Staff, than it will do the following:

Conjuration - Wont affect summon's Stats, but will grant an additional +1 on attack rolls and skill checks.
Creation - Increases/Doubles the size/number of objects created.
Destruction - +1 die (when spending a SP), and +1 Save DC.
Divination - Sense duration last +1 hour.
Protection - Aegis duration last +1 hour, slightly larger barriers.
Time - +1 Save DC, duration +1 round.
Warp - teleport slightly further away.

Honestly with your spheres, the "best choices" would probably be Creation, Destruction, or Protection. Everything else (at this level) only be slightly buffed with +1 CL.

1 person marked this as a favorite.

@Aolis Greenborn: Remember that with the Divination sphere, you gain FREE alternate divinations each time you acquire a new sphere. Thus, you gain the following alternate divinations for free:

Divine Unnaturals (Conjuration) - Divine the presence of outsiders and aberrations.
Divine Components (Creation) - Divine materials which you can create, or Divine what the product of presented components may create.
Divine Hostility (Destruction) - Divine when creatures take damage, type of damage they took, and from what direction the damage originated.
Divine Protection (Protection) - Divine what creatures have the lowest AC, or Divine the highest and lowest save of each creature within range.
Divine Time (Time) - Divine what size of creatures were in the area in the immediate past and what objects were moved into or out of the area.
Divine Warp (Warp) - Divine the presence of rifts, portals, teleportation circles, etc.

UnArcaneElection wrote:
@Gobo Horde: Seems that some of the things like Material Casting and Magical Signs ought to have options to be specific to certain spells (yes, I see where it talks about General Drawbacks and Sphere-Specific Drawbacks, but a little more customizability could be helpful (even within one spell, how about something like you can cast the basic version with no Material components, but if you want the really good version, you have to shell out for it . . . .

Ever hear of alchemical power components? Most of them can be adapted to work with Spheres of Power with little effort (especially with the Destruction sphere, since the Destroyer's Handbook added descriptors to each energy type).

I haven't checked anywhere near the whole wiki -- in fact this is the first time I have seen it (although I have heard Spheres of Power mentioned before), but I did notice after some searching through it that number of spell points, etc. that you get seems to be covered in individual class descriptions, while expenditure of spell points seems to be covered in Sphere descriptions. Neither bit of information is in the home page, so you will just have to explore A LOT to learn what you need.

The last line in the paragraph entitled 'Spheres of Power' says the following: "...For more information about the mechanics, see 'Using Spheres of Power' below."

Just below that there is a blue link entitled "Using Spheres of Power". Clicking on said link will bring you here which explains how spheres of power actually works.

How does the Mystic Theurge fair with sphere casting?

I suppose it functions somewhat if one is standard vancian spellcasting class such as a wizard, while the other is spheres casting class such as the incanter. But it is either somewhat pointless or overpowered with two sphere casting classes because magic progression in spheres of power works like BAB, any magic talents or caster levels you gain from one class stack with any magic talents or caster levels you gain from another class (unlike standard classes which keep track of spells per day, spell lists, spells known, and caster level separately).

@ CalethosVB & GM Rednal, incase you were wondering why I posed the questions is because I intend to help him convert the character from the ground up.

In regards to my comment asking how he plays combat, I am trying to figure out what spheres would be best for him to focus with, instead of simply giving spheres that best emulate the spells he has prepared/known (although, I am not ruling that option out either).

In regards to my comment about spell versatility, I will either be recommending Incanter or Sphere Wizard (for maximum spheres and talents known), Sphere Arcanist (for trading out talents known each morning), or Spiritualist Hedgewitch (for spontaneous on the fly versatility); The above classes would in my opinion best emulate the character, but I am seeking input from Ouroboros himself on the subject.

Okay so I could simply create and post a conversion of Aolis Greenborn, but that would be against the nature of this thread, as you wouldn't really learn the system.

With that in mind, tell me about Aolis, specifically the following:

How does he usually run combat? I see he has a variety of spells with no specific theme in mind. Note that Spheres of Power awards those with a particular theme, but it is not necessary.
- Does he prefer using summons to do the fighting for him
- Does he prefer using battlefield control
- Does he prefer getting into the thick of things buffing himself
- Does he prefer to sit back and buff his allies allowing them to do the heavy lifting

How important is your spell versatility? If you had the choice would you prefer:
- knowing ALMOST all the spells, but being able to cast each of them 1 time per day.
- Knowing a very small number of spells which you may cast each multiple times per day, but being able to switch any/all of them out each morning to be ANY spell there is from any spell list.
- Knowing an average number of spells, but at a moments notice can acquire instant knowledge of any spell at any time.

Knowing these will help us not only choose a class but what spheres to initially focus in.

The Wyrm Ouroboros wrote:
Spheres of Power is AFAIK not in Hero Lab, which I am leaning heavily on for my balancing and double-checking. (And if you use Hero Lab, please include a link to your character file(s) so I don't have to go through the labor of doing it all again.) If anyone knows of a SoP add-on for Hero Lab, let me know.

FYI, A simple google search for Spheres of Power Hero Lab will bring up this link.

As for learning Spheres of Power, I will say it is probably the easiest pathfinder system that I have ever come across. I am sure that when you finally create the 'Walk Me Through It' threads you will find it short.

You could see if the GM would allow Spheres of Power. There are a number of Crystal Blast types for the Destruction sphere which you may be interested in.

1. Replace all spellcasting with Spheres of Power
2. Replace all martials with Path of War
3. Enforce Automatic Bonus Progression and consistently publish more Scaling Magical Items.

1 person marked this as a favorite.
DM Papa.DRB wrote:
When will it be available here at Paizo?

Here are two other sources for the Alteration sphere handbook: Paizo Store and Open Gaming Store

Azten wrote:
Am I right in thinking that, if he had Invigorate on someone and that person was targeted by Dispel Magic the number for the enemy caster would be his Magic Skill Defense?

Yes, you are correct.

Everything looks like it checks out. Just be careful about using destructive blast. Most people I know who take the Draining Magic drawback focus in Spheres with Hours per Level duration such as Protection (Aegis) and Divination (Sense) talents. But as long as you are careful about it, you should be fine.

2 people marked this as a favorite.

The Shapeshifter's Handbook was just released on PDF yesterday.

ForrestFire wrote:
I have considered it, but I don't think that's to be. The Spellburst Savant relies too much on the vancian casting framework to adjust to Spheres well, and I don't think it'd be balanced if ported over.

That is too bad, however, if you want to take a look at my attempt to convert the Spellburst Savant to Spheres of Power, feel free to look below.

Sphereburster (Spellburst Savant Archetype)

Casting: A sphereburster may combine spheres and talents to create magical effects. A sphereburster is considered a Mid-Caster, and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces spells.

Spell Pool: A sphereburster gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1).

Magic Talents: A sphereburster gains a magic talent every time he gains a caster level.

Sphere Specialization: A sphereburster gains a sphere specialization of her choice from the list of sphere specializations included in the Incanter class description. This replaces the arcane bond class feature.

Modular Casting Tradition: A sphereburster's claim to mastery of the arcane arts comes from his ability to intuitively adjust his casting tradition as needed. At 1st level, he gains Eschew Materials as a bonus feat. If a sphereburster has a casting tradition with the emotional cating, somatic casting, or verbal casting general drawbacks, he can choose to exchange one
of those drawbacks for another of those three.

This modifies deconstruct components.

Nova Spell: Once per round, a sphereburster can modify a sphere talent or ability as a "nova." By incorporating a massive burst of energy at just the right time, he can modify his casting as he sees fit. When he casts a nova spell, he can spontaneously apply any metamagic feats he possesses with a total level adjustment of +0 to the sphere talent or ability without increasing its casting time or increase the spell points needed to cast the sphere talent or ability. This is in addition to any existing metamagic effects on the spell, though he cannot spontaneously apply metamagic feats in excess of those allowed by this ability at the same time (metamagic rods, however, may still be used in conjunction with this class feature).
At 3rd level and every two class levels thereafter, the number of levels worth of metamagic feats that the sphereburster can apply to her nova spells increases by 1. For example, a 3rd-level sphereburster could apply Extend Spell (+1 adjustment) to his nova spells, and a 13th-level sphereburster could potentially apply Empower Spell (+2 adjustment) and Quicken Spell (+4 adjustment) simultaneously. Some abilities reference the maximum level worth of metamagic the spellburst savant can use with her nova spell; this number is called her nova spell rank.
The Dazing Spell and Heighten Spell feats cannot be used on a nova spell (even with a metamagic rod). If the sphereburster uses Echoing Spell or another metamagic feat that allows him to use the sphere talent or ability again, the result is the sphere talent or ability by itself, without the additional metamagic effects from this ability. Likewise, if he uses Familiar Spell or a metamagic feat that grants the sphere talent or ability to another, it does not carry the additional metamagic effects from this ability. In either case, the resultant sphere talent or ability cannot itself be cast as a nova spell.
If the sphereburster has an ability that reduces the cost of a metamagic feat (such as the Magical Lineage trait), when used with a nova spell, it reduces the total adjustment, if applicable. For example, a 3rd-level sphereburster with Magical Lineage (Fire Blast) could apply Empower Spell (normally a +2 metamagic feat) to that sphere talent, because its adjustment is reduced by 1.
Some sphereburster class features allow him to make additional adjustments to his nova spells by making similar adjustments to metamagic feats. These abilities note their level costs in their descriptions.

This modifies nova spell.

Arcane Study: At 2nd level, as a standard action, you may grant yourself the benefit of any one magic talent or metamagic feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess
that talent’s base sphere. You may use this ability a number of times per day equal to 1/2 your
sphereburster level. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If the metamagic feat has a daily use limitation, any uses of that metamagic feat while using this ability count toward that feat’s daily limit.
At 6th level, you may use this ability to gain the benefits of two metamagic feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
At 10th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
At 14th level, you may use this ability to gain the benefits of three metamagic feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
At 18th level, you may gain the benefit of one metamagic feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual
feat or magic talent selected counts toward your daily uses of this ability.

This replaces extracurricular study.

Absorb Spell (Su): At 4th level, a sphereburster gains the ability to absorb and repurpose the magic of others. Once per day, when the sphereburster is targeted by or caught in the area of a sphere, spell, spell-like ability, power, or psi-like ability that originates from another creature, he can attempt a Will save against that effect as an immediate action (calculate the save DC as if the spell or effect prompted a Will save; for example, a fireball cast by a wizard with an Intelligence
of 18 would prompt a DC 17 Will save). If he succeeds at his save, the effect is negated, and the sphereburster gains one temporary spell point. This spell point remains until it is used or the sphereburster next prepares his spells. The sphereburster can use this ability an additional time per day at 8th level and every four class levels thereafter.

This modifies absorb spell.

Nova Counter (Su): At 7th level, a sphereburster gains the Counterspell feat as a bonus feat.
At 13th level, a sphereburster gains the Improved Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.
At 18th level, a sphereburster gains the Greater Counterspell feat as a bonus feat, even if he doesn’t meet the feat’s prerequisites.

This modifies nova counter.

Deconstruct Ownership: At 20th level, a sphereburster is so skilled at modulating spell effects that he can wrestle control of effects from others. A number of times per day equal to his Wisdom modifier, he can attempt a Will saving against a sphere, spell, spell-like ability, power, or psi-like ability whose origin or effect is within 100 feet of him (including one targeting him). Calculate the save DC as if the spell or effect prompted a Will save; for example, a summon monster IX cast by a wizard with an Intelligence of 20 would prompt a DC 24 Will save. The sphereburster must be able to perceive the effect in some way.
If the sphereburster succeeds at his save, he takes control of the effect in question. He makes all further decisions regarding the effect, rather than its originator, and cannot be affected by it if he does not want it to affect him. If he wishes, he can instantly end the effect, gaining a spell point when she does so that lasts until she next prepares spells.
Using this ability does not require an action on the sphereburster's part and it can be activated at any time, though no more than once per round. He may even use it if he is surprised, so long as he is aware of the effect he's deconstructing.

This modifies deconstruct ownership.

Any thoughts on including a Spheres of Power archetype or class feature substitution?

Gestalt with Spheres of Power doesn't really work very well.

I would personally recommend one of the following:

A) Players may only have ONE spherecasting class per Gestalt combination (i.e. you could be Mageknight 1/Incanter 5//Alchemist 1/Fighter 5, but you couldn't be Mageknight 1/Fighter 5//Incanter 1/Alchemist 5)


B) Players only get spell points from both classes (Talents are acquired from the highest granting spherecasting class)


C) Players only get talents from both classes (Spell Points are acquired from the highest granting spherecasting class)

Alzrius wrote:
3) Chopping down trees - This one seems a lot simpler. Wood has hardness 5, and 10 hp per inch of thickness. The issue is that there's a question as to whether or not that's too much for "just" chopping a tree down, since usually that's enough to open up a 5-foot square in a wall.

If you are indeed using Spheres of Power, the Geomancer's Handbook has basic stats for different sized trees (which may be useful), you can see the table here (if you scroll down a little).

While a fix doesn't yet exist, I would probably switch out the Intelligent Item Powers table with this home-brewed table of my own creation.

DM Papa.DRB wrote:

If I create a Pathfinder Fighter level 1, who discovers his talents and then takes Armorist without a "casting tradition" from 2nd level on, is there a chance of "arcane spell failure" if he wears heavy armor?

Can you point to a place where it says that in the rulebook, either way?

-- david

Spheres of Power, pg 8, paragraph 2, 3rd sentence wrote:
Unlike spells, however, sphere abilities do not require gestures or magic words, nor are they divided between Arcane and Divine sources (although Chapter 5 of this book details Casting Traditions--a way for players and GMs to re-introduce these particulars and distinctions).
Spheres of Power, pg 153, paragraph 2, 3rd sentence wrote:
Likewise, while arcane casters from the core Pathfinder system must chant, gesture, and provide material to cast spells and cannot use magic effectively while wearing armor, an SoP caster requires little more than a thought to create a magical effect, regardless of their situation.
Spheres of Power, pg 153, paragraph 3 wrote:
Casting traditions are comprised of general drawbacks, sphere-specific drawbacks, and boons. General drawbacks and boons must be selected when the caster gains their first level in a casting class, while sphere-specific drawbacks are gained when the character first gains the sphere they modify.
Spheres of Power, pg 158, General Drawback: Somatic Casting wrote:

You must gesture to cast spells--a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane failure.

You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

I hope these quotations from the book help to answer your question.

1 to 50 of 84 << first < prev | 1 | 2 | next > last >>

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.