Letric wrote:
Ive heard about this sytem, how does it work?
Is it ok to replace all magic with it?
Im trying to adopt it for my table
Where can I find it?
It is easily my favorite alternate set of rules I have ever seen for a DnD-type game.
So the way it works is you pick a class and each class gets a certain amount of Talent points to purchase abilities from different Schools. Once you unlock a School, you can than spend more Talent Points on enhancing those abilities. The cool part is that there is ZERO restriction on what classes can grab what Schools. Want to be an Armorist (basically the Fighter version of Spheres of Magic) and take Teleport? Sure, no problem. Want to have a permanent companion like a summoner? Sure, no problem. Want to be able to heal? Sure, no problem. Abilities from schools can be augmented with Power Points which are basically the same thing as Psionic Power Points. You get a finite number of them, you add them to Talents to make them better. Most schools have Talents that do not require PP but can be augmented. IE, Destruction lets you do 1/2 Caster Level in d6 damage as an attack (like a Warlock.) But if you spend Power Points, the damage becomes equal to Caster Level (like a Fireball).
Now, most abilities do scale on a kind of Caster Level. So the Armorist could have Teleport... but they would cast it far, far weaker than an Incanter (that's the Wizard of Spheres of Magic). Here is a nice 85 second explanation from the people that made it: https://www.youtube.com/watch?v=TAQlm3vjpSY
Want to go deeper down the rabbit hole? http://www.giantitp.com/forums/showthread.php?415365-The-Creator-of-Spheres -of-Power-Here-Ask-Me-Anything
Anything posted by Azernak0 was posted by Azernak0. Which is a slower way of saying me.
The big winner is for the 'Johnny' type of person, to borrow Mt:G phrases. If you can think of it, you can probably build it in Spheres of Power. By like level 3, even if it isn't powerful. Armorist + Mental Powers that work on weak willed people + Telekinesis that can move something that weighs a few pounds = a damn Jedi.
In our campaign, we completely removed all classes that were not Spheres of Power. My Incanter had a Companion as his melee damage and focused entirely on healing. I could put out some serious damage with my 'Eidolon' and my healing was quite impressive, even able to keep up with damage down from the Big Baddy (I was healing like 4d8+20 damage at level 7).
There's some obvious holes in the system (at will Teleport of like 15 feet, War: No Totem drawback) but it isn't the worst thing in the world. Treat Spheres of Magic the same way you would treat Tome of Battle; if someone is playing a Druid, a Cleric, and a Wizard you will probably want to tell the Fighter "have you looked at Armorist?" But in a party of a Bard, a Rogue, and a Monk you probably don't want someone that can instantly say "no, that wasn't a crit. No, re-roll that failed save. No, I teleport forward 15 feet. And then I give myself Fast Healing 2 for 10 rounds. And by the way, I am level 5."
As for playing it as a player, the difficulty of somethings is removed while other things that were simple are pretty much impossible. My level 8 Incanter, with a single action and 1 Power Point could cure:
All Temporary Level Loss
All Ability Drain
All Ability Damage
Stun, Daze, Staggered, and a bunch of other ailments.
But I would be completely incapable of doing even a single point of Permanent level drain like a Cleric would normally be able to do until I was level 10. Also pretty much impossible in Spheres of Power is giving another person Flight; it just really isn't feasible with the set of rules and systems there.
I adore the system. If you have played Mutants and Masterminds, the free flowing "I am whatever the Hell I want to be!" is similar. The only complaint that I heard from the system from the DM, my dad, was that it took a lot more effort to make encounters using Sphere Magic. Rater than just going "the demon casts Darkness as a 4th level spell", it was "okay, so I take the Light Sphere. I then use the Enhance Talent twice to increase the intensity. Wait, how does that interact with this?"