
Grumbaki |

Spheres isn’t so bad.
Spheres of power: Each talent lets you use a school of magic. After you unlock it you can buy a spell. No spell slots. Instead some spells cost spell points.
Example: Lvl 2 destruction sphere. A simple blast costs nothing. 1d6 damage. Can use a spell point to make it 2d6 damage. Talents can change the blast shape and what type of damage.
Spheres of might. Each talents lets you use a style of fighting. After that you can buy new moves. Make combinations as you like.
Example: Brute gives you shove. Move action touch attack, strength as damage. A second talent can upgrade it so that it gives you a free trip attempt if it hits.
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The point of spheres of power, in my mind: remove spell levels and cantrips. Mages can be specialists where they are *really* good at one thing. Or generalists where they can do a lot, but not very well.
The point of spheres of might is so that martials usually don’t just full attack. Instead they do interesting things beyond just having more attacks.
I recommend having a concept and going from there. A master of fire? A healer extraordinaire? A master of teleportation? A manipulator of time? Tim the enchanter (who can throw fire around?) Have an idea of what you want to be good at and then delve into one or two spheres and do it.