Desril |
Greetings! At this point I suspect most everyone here has at least heard of Drop Dead Studio's Spheres of Power system and that expansion handbooks for each of the individual Spheres are being created, and I've had the honor of working on the Creation Sphere Handbook (Working Title, names are hard). However, one neophyte writer working with just the helpful suggestions from other handbook authors isn't as effective an editing tool as crowd-sourcing, so in an effort to make sure the book is perfect before it's sent to print, I present to you an early look into the Creation Sphere Handbook, use it as you see fit, break games, make your GMs and players cry with awkwardly worded rules text, realize there's a missing size limit somewhere and create a new moon, or just point out that one of the abilities uses a comma when it needed a semi-colon, any feedback is helpful, and even if you don't see anything wrong to call out then have fun with it!
The Creation Sphere Handbook Playtest
Feel free to leave your comments on the google doc itself, here, or both. Content, rules mistakes, rules interaction, copy editing, and any other pertinent errors or issues are fair game. All replies will be read and considered, even if I don't respond to each in detail.
Umbral Reaver |
There's a particular effect I'd like to see, and maybe it works in creation.
Create Spell Node
When you create an object, you may spend an additional spell point to designate the object as your spell node.
While you have a spell node, when you use a sphere ability, you may measure range and line of effect from the spell node instead of yourself. You must still have a way of perceiving the target yourself.
You may remove your spell node property from an item as a free action.
You may take this talent multiple times, increasing the number of spell nodes you may have simultaneously by 1 each time.
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Alternatively, that could be done as a war talent. 'Spell Totem'.