Spheres of Power (PFRPG)

4.70/5 (based on 14 ratings)
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Spheres of Power is a completely new magic system for the Pathfinder RPG and other D20 systems, built from the ground up to provide an easy and intuitive approach to concept-based magic. Spheres of Power lets you adapt magic to fit your needs rather than forcing games to adapt to the magic, and contains everything players and GMs need to bring a multiplicity of concepts to life through a system of at-will abilities, talent-based magic, and a ki-like system of Spell Points.

Included in this book you will find:

  • 20 Magic Spheres—including alteration, creation, conjuration, dark, death, destruction, divination, enhancement, fate, illusion, life, light, mind, nature, protection, telekinesis, time, war, warp, and weather.
  • 11 New Base Classes—including the thaumaturge, the elementalist, the mageknight, the armorist, the occultist, the eliciter, the soul weaver, the fey adept, the symbiat, the hedgewitch, the shifter.
  • Advanced Magic—including rituals, spellcrafting, advanced talents, and incantations. These systems may be implemented in part or en masse to grant a gaming table complete control over how magic interacts with their setting.
  • Casting Traditions—allowing both players and GMs to customize not only their characters, but even the entire concept of magic itself.
  • Magic Item Creation Rules—adapting the entirety of magic item creation to the new system.
  • NPCs for every new base class to spark ideas or drop into a game.
  • Guilds and Organizations to sprinkle throughout your world.
  • Sample Worlds, ready to play or to provide guidelines for adapting Spheres of Power to a variety of different world and game ideas.
  • And much, much more!

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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4.70/5 (based on 14 ratings)

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Game Masters, Beware! Fun system for Players that is ripe for abuse!

3/5

I read the glowing reviews from Endzeitgeist and thought, wow, this will be a neat system for the players. Little did I know that the players would take literally every opportunity to abuse this system that they could. They will take abilities that chop up their action economy and have them acting through and literally on top of every other player’s turn in the game.

The system itself is quite creative. It uses a power points system that moves away from what smarky players like to call “Vancian Casting”. If you want to try a power points modular system, this is a good one to go with. The problem is that this system doesn’t take game balance, IE the literal math upon which the entire game is built, into consideration. It throws balance and game economy out the window.

My recommendation to GM/DMs is to only allow this if you trust your players 100%. It is too easy to abuse, and I’ve had to learn over the course of three campaigns spread through five years that Spheres of Power/Might players will do everything they can to destroy the game balance and make the entire game about them and their single PC.

As for design, I can only give this system FOUR stars, because it just takes everything that the game was built upon and ignores it. I deducted another star because when I backed this on Kickstarter, it was sold as the ULTIMATE SPHERES OF POWER.

Ultimate is an adjective meaning “being or happening at the end of a process; final.”

This book is anything but the final collection and honestly, I felt betrayed by the creators. They continued to release supplements during the kickstarter that were not included and then continued to release supplements after the Kickstarter was concluded. I wanted to purchase the system in its final form, not the PENULTIMATE version. Be upfront with your customers next time.

In summation, an interesting system. Horrible for game balance. Too easy to abuse by power gaming players. Deceptive marketing from the designers.

Recommended to avoid at all costs, unless you want your game destroyed. Only let your friends that you absolutely trust play with it. Otherwise, avoid it.


Amazing Concept with Flaws

3/5

First off, I want to lead with the fact I'm basing this on the hardcopy. Some of these issues may be changed in the PDF, but at the time of writing at least some of my issues have been corrected, but not all. First I'll address something that annoyed me, but which didn't factor into my rating.

The fiction in each chapter follows a series of characters who are jerks at best, and often evil. I'll be honest, if I'd looked at the fiction before the rules, I wouldn't have even bothered buying the book. My recommendation is to ignore the fiction.

Pros: The system is designed so that when you use magic, you use everything at full-power unless you choose to scale it back. This is awesome in that low-end powers really never go out of style. While the infinite nature of most abilities is somewhat worrying, most of the game-changing powers are gated behind Spell Points, which you'll always want, or advanced talents which the GM can restrict access to. Even without advanced talents, you can build entire characters around a single sphere and have a broad range of satisfying options, though I personally find that I always want more.

This book also contains rules for customizing requirements for different casting traditions, allowing you to inject a sort of artificial magical divide without having something as sharp as Arcane/Divine/Psychic, and uses an example that shows how to create elemental martial artists in style. The Spellcrafting system isn't well explained, but allows you to create new and unique spells sanely with your GM's permission, and both the Rituals and Incantations were a delight to read.

In the Magic Items section, the Staves and Wands are great, actually giving a reason for a mage to have a staff or wand more often. The rest of the chapter will be in Cons, which... yeah.

Cons: So, the editing of the hardcopy was not nearly as good as the concepts as a whole. Every couple of pages I noticed an extremely jarring typo, just often enough I couldn't forget about them (Ligh sphere instead of Light, DR?bludgeoning) which I believe are corrected in the PDF. The Elementalist having Frost Resistance has not been, however. I also find the classes to be... problematic. It really will depend on the group, but personally I've never had a problem with a fighter getting utterly overshadowed, but the Armorist rather thoroughly stomps the fighter, IMO. Your mileage may vary. These cost a star, and if it weren't for the magic items, the product would be 4 stars for me.

Magic Items: This is the train wreck of the book. They reiterate much of the crafting rules from the Core Rules, which is annoying but understandable, then add their own twist on them which is poorly explained, then mangle the crafting feats. Why does a door that magically locks itself need to be made with Craft Rod? Why does Craft Wondrous Item only create charged or use-per-day items? Why are all worn items like a Cloak of Resistance created with Forge Ring? The authors obviously wanted to change how item creation feats worked, but refused to change the names. Considering everything else they did, they should have just created new item creation feats and been done with it, rather than trying to redefine the definitions of the existing feats. And most disappointing of all? The one question I had, of how much an item that added to a caster's spell points would cost, isn't answered anywhere.

Summary: I love the concept, and the rules as a whole work quite well, though some abilities will require a fair amount of GM adjudication, which isn't necessarily good. However, I'm extremely wary of the classes, and the magic item section is largely a disaster.


Required Reading

5/5

If you get no other third party materials, get this book. It manages to both close the power gap between martial and magical characters while making mages feel even more like mages.


Flexible magic system that allows casters to be casters

5/5

I never liked the "Vancian" magic system, but I do like a lot of other things about Pathfinder. My gaming group is now using this for all our campaigns.


Casting done cool

5/5

Picked this up on a whim and it just...it works. Like the freedom of casting this gives without overpowering the player is great, and really helps solves issues with casters. Kinda wish it was easier to incorporate into alchemist and stuff, but that's a minor concern, it's an awesome book and deserves your attention.


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Going back and rereading, you are correct. Huh. You're right. That IS unclear. A rewording would help a great deal here. Is it 1 sphere and 2 talents? Or 2 talents, one of which must be used to purchase a sphere?

This could be worded to be clearer.

I would also not mind a few character examples or perhaps a character creation example.

Sovereign Court

Why is the Daylight talent in Illusion with no equivalent in the Light Sphere?


VanceMadrox wrote:
Why is the Daylight talent in Illusion with no equivalent in the Light Sphere?

Isn't the base ability of the Light sphere replicating daylight? Let's compare.

Light Sphere wrote:
As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with light blindness or other conditions.
Core Rulebook wrote:
You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

So, the only real difference between the two is that daylight lasts longer and has a wider area of effect. Taking the Lasting Light talent increases the duration of your boosted glow to 10 minutes/level, same as daylight. So, the area of effect is a bit smaller, but it's otherwise pretty much identical...and if advanced talents are on the table, there is a Daylight advanced talent that kind of makes regular daylight pretty small potatoes...since it creates an effect with a two mile radius (and goes for another five miles beyond that). Eesh!

Sovereign Court

I was specifically referring to the interaction with creatures that are damaged or destroyed by daylight.

The text of the Illusion talent Daylight indicates it affects creatures with light blindness or light sensitivity. Sounds to me like it counts as the sun essentially for such creatures while the Light sphere has no equivalent that does.

I did miss the advanced talent though... wow that's a lot of light.


remember that Spheres are also considered Talents.

So that two talents you get for becoming a spellcaster can be used in several ways.
You could take a Sphere and a Talent,
two Spheres
or if you have a class that provides an automatic sphere (Like the Elementalist) 2 talents within that sphere.

A Sphere Wizard would start with 4 talents. 2 from being a sphere caster and 2 more for being a wizard. He could learn 4 spheres, or 1 sphere with 3 talents or any other combination. The only restriction is you need to get a sphere before you can buy talents in it so that first Talent you get has to be spent on a sphere.

the relevant passage from the book is

Quote:

Whenever a caster gains a magic talent, they may spend it in

one of two ways: to gain a new base sphere or to gain a talent
associated with a sphere they already possess.


VanceMadrox wrote:

I was specifically referring to the interaction with creatures that are damaged or destroyed by daylight.

The text of the Illusion talent Daylight indicates it affects creatures with light blindness or light sensitivity. Sounds to me like it counts as the sun essentially for such creatures while the Light sphere has no equivalent that does.

Erm...if you notice just above what I just quoted...

"The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with light blindness or other conditions."

So...it doesn't need a talent to do it. It's a base, default ability of the Light sphere.

Quote:
I did miss the advanced talent though... wow that's a lot of light.

Indeed!

Sovereign Court

Greylurker wrote:

remember that Spheres are also considered Talents.

So that two talents you get for becoming a spellcaster can be used in several ways.
You could take a Sphere and a Talent,
two Spheres
or if you have a class that provides an automatic sphere (Like the Elementalist) 2 talents within that sphere.

A Sphere Wizard would start with 4 talents. 2 from being a sphere caster and 2 more for being a wizard. He could learn 4 spheres, or 1 sphere with 3 talents or any other combination. The only restriction is you need to get a sphere before you can buy talents in it so that first Talent you get has to be spent on a sphere.

the relevant passage from the book is

Quote:

Whenever a caster gains a magic talent, they may spend it in

one of two ways: to gain a new base sphere or to gain a talent
associated with a sphere they already possess.

I did remember that part but a lot of people (including the person who posted the sample wizard on the 1st page of this thread) seemed to think the first sphere was automatic. I was trying to figure out where people were getting that idea from.

Sovereign Court

Luthorne wrote:
VanceMadrox wrote:

I was specifically referring to the interaction with creatures that are damaged or destroyed by daylight.

The text of the Illusion talent Daylight indicates it affects creatures with light blindness or light sensitivity. Sounds to me like it counts as the sun essentially for such creatures while the Light sphere has no equivalent that does.

Erm...if you notice just above what I just quoted...

"The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with light blindness or other conditions."

So...it doesn't need a talent to do it. It's a base, default ability of the Light sphere.

Quote:
I did miss the advanced talent though... wow that's a lot of light.
Indeed!

OK that makes sense now, thanks!


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I was vetting another product which made me look hard at feat trees and what they get you. Does anyone else wish that combat feats worked like this? Like every combat feat fell into a fighting style and scaled with BAB and were generally considered equal. Basically Path of War if it were less 'vancian'. Or just rewriting combat feats in general.


1 person marked this as a favorite.
Malwing wrote:
I was vetting another product which made me look hard at feat trees and what they get you. Does anyone else wish that combat feats worked like this? Like every combat feat fell into a fighting style and scaled with BAB and were generally considered equal. Basically Path of War if it were less 'vancian'. Or just rewriting combat feats in general.

you know that would be a really neat adjustment to the combat feats sytem. Maybe they should look into making a Spheres of Combat book


2 people marked this as a favorite.

I'd love to see Spheres of Combat. I was slightly disappointed by the Skybourne announcement hoping that some kind of martial thing was down the pipeline.


'Spheres of Combat'. That is an intriguing idea.

And as for 1st level talents, a caster only gains the magic talents granted by their class +2 for their first level in a casting class.

Thus, as an armorist does not gain their first magic talent until 2nd level, a 1st level armorist would only have the two bonus magic talents, which could be spent on 2 spheres, or 1 sphere and 1 talent.


Anyone notice that Friday's 'This week in Paizo' email has Spheres of Power is the #1 third party download? Congratulations!

Later I can post the backbone of something similar I was trying to deal with. Long story short; It was like style feats where you had scaling buffs by being 'in' the style and talents that added benefits and talents that were 'strikes' where you get some kind of special attack that causes you to not be considered using that style anymore.

For example: You get into [Two weapon fighting style] as a move action, while in that style you get [Stance]=get two AoOs while in [Stance], and [Strike]=Attack with with offhand and primary hand as a standard action-lose[Stance]. Then whenever you get feat in that style you get either a new [Stance] or [Strike].

Just throwing things out there. a new martial system may be pointless soon though since Pathfinder Unchained is presenting some kind of feat-based Martial resource system. If that proves to be good third parties may latch on to supporting that.


I'd be totally game for Spheres of Combat. That sounds awesome.

Also, yes, congrats on being the top third party download!


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As much as I love the idea of a martial system, I am quite attached to Path of War. As it is right now, I think PoW and Spheres play really well together. Both are really fun and interesting systems that provide a lot of players and options to the players.

Congratulations on getting that 1st place though! Very deserved!


Personally, I'd welcome it. Something designed intentionally to work with the Sphere system as it is already set up I think has a lot of potential and is most certainly something I'd happily fund given the chance.

Sovereign Court

Has anyone made up a good character sheet for Sphere casting?


I think character sheets are come up in the February update.


with the Foci drawback in caster traditions would it be permitted to have a different foci for each sphere that you know?

I was thinking a Talisman user who casts spells using different talismans that are attuned to specific spheres

Sovereign Court

That's an awesome idea!

Really I love how customizable casting traditions can be.


Some clarification please. If a Conjuration Sphere companion with the Magical Companion form is allowed a casting tradition, does it gain the bonus spell points or talents general and sphere specific drawbacks?

Also, if the caster has extra, magical companions do they all have to take the same tradition, or are they allowed separate traditions?


Within the Hedgewitch class, the chart indicates a class ability at 1st level called Magical Potency, but there's nothing else about it anywhere. Seems there was either a typo leaving it on the chart if it got axed, or an omission if it was supposed to be part of the class.


Just dawned on me that I can finally make characters based off of codex alera and do it justice. Thanks for making this awesome product!


An oddity I noted:

Spoiler:
The armorist's Hunter arsenal trick says that it adds bane and defiant to the qualities you can add to your summoned and bound weapons and armor/shields, but defiant is already listed on Table: Bound Equipment as being a property that an armorist can add to their summoned and bound armor/shields. Mind, it's probably still worthwhile just to be able to summon a bane weapon to fit your enemy, but it does seem that it shouldn't be in both locations.


@Greylurker: Yes.

@Luthorne & RogueMetal: Thanks for pointing those out. We'll be doing a final edit with the update in February before going to print, and we want to make sure we catch all of those.

@TheDisgaean: A magical companion would gain all benefits of a casting tradition, yes. As to whether or not they need to have the same tradition as the caster, that would depend on the GM; to use the example of core Pathfinder, most extraplanars with spells are clerics regardless of whether they were summoned by an arcane or divine caster.

Sovereign Court

A few other corrections:

Page 25, Destruction Sphere:
Explosive Orb's last line says "Effected creatures..."
It should be Affected.

Page 74, Fey Adept:

The chart lists an ability as shadowshadowmark instead of just shadowmark.

Page 111, Sphere Paladin:
It says to use the druidic casting tradition for the feel. Probably should be Divine Petitioner like cleric.

Page 158: Illusion Drawbacks:
Personal Illusions says you may place your Illusions on yourself. I'm pretty sure it's supposed to be may ONLY place your Illusion on yourself.

More if/when I find them

Sovereign Court

Does anyone else feel that the base talent of destruction is too strong?

1d6 Force feels too powerful
Generally force is far better than elemental blasts and those require a talent.

I think I'd make the base power not forced (though not sure if it should just be untyped damage or not) and make a talent to allow you to do force damage (and maybe reduce to d4s when you do).


Another thing I noticed:

Spoiler:
For the Hedgewitch general secret, Skilled Magic, it lists Circle Caster, Ritual Caster, Dispel Magic, and Cantrip as one of the feats they can take...but there isn't a 'Dispel Magic' feat, I imagine you meant the 'Counterspell' feat? And on a minor note, 'Circle Caster' is 'Circle Casting' in the feat section.


VanceMadrox wrote:

Does anyone else feel that the base talent of destruction is too strong?

1d6 Force feels too powerful
Generally force is far better than elemental blasts and those require a talent.

I think I'd make the base power not forced (though not sure if it should just be untyped damage or not) and make a talent to allow you to do force damage (and maybe reduce to d4s when you do).

Its been mentioned before. The secondary effects that the elemental blasts do aren't powerful enough to be a real incentive to stray away from the force damage which is hard to resist. In my own overview I thought that destruction is the most broken and weakest sphere because of this because any full sphere caster would desire the sphere just to have a Warlock blast on top of whatever else they do.

There was talk about how changing the base damage to d4s would cause every other blast to have too much exception language. Personally I think things would be better off if the talents added dice like the life sphere. But the popular fix is to turn the main blast into d4s and type talents turn them into d6s.

Sovereign Court

Page 12, Alteration Sphere, Elemental Transformation:

You may also grant the following trait your forms should be something like In addition, you may grant the following traits to your forms.

Actually standardizing this language for all the talents may be a good idea.


Malwing wrote:
But the popular fix is to turn the main blast into d4s and type talents turn them into d6s.

It would make less work if you changed the base blast to straight lethal damage instead of mucking about with die sizes.

Scarab Sages

VanceMadrox wrote:

Does anyone else feel that the base talent of destruction is too strong?

1d6 Force feels too powerful
Generally force is far better than elemental blasts and those require a talent.

I think I'd make the base power not forced (though not sure if it should just be untyped damage or not) and make a talent to allow you to do force damage (and maybe reduce to d4s when you do).

Yeah, that's a lot of at-will force damage. Add me to those who feel force should probably be a talent and the base be something more like the 3.5 Warlock's eldritch blast. Alternatively, lay it out like the nature sphere and have it give you one starting element.


If it were untyped damage wouldn't it be as good as force damage? I've been somewhat shaky on some damage type rules, like if simply untyped magic damage would be subject to DR or be able to hit ghosts. I'm just not sure what actually does resist it. In the Kineticist class in the Occult Adventures playtest all the non-elemental damage was blunt, slashing or piercing which made me much more comfortable because I don't readily know where untyped magic damage works. I'm sure I tried to look it up at some point but it feels unintuitive, like logically it should work like force damage but force damage bypasses a lot of things compared to elemental or typed damage.

Wouldn't it be easier if each blast type talent allowed you to spend an additional spell point for a more severe secondary effect? Like if cold could entangle. It would be more words to type but I think it would be a more meaningful shift than nerfing the main blast since my problem is less that force blasts are too good and more that elemental blasts are too weak by comparison even with their secondary effects.


I don't see it mentioned too often, but whichever sphere (conjuration?) Gives you "eidolon" summoned creatures.

In my game a player decided to specialize in that (a few other spheres were taken, but not really specialized in) and his summoned creatures are just absolutely wrecking! The free scaling weapons they wield don't help either since his wealth is invested elsewhere.

I'm going to look over the Sphere more closely so I can give more constructive feed back than a "woah."

Note:I'm the GM


Something of a wording issue:

Spoiler:
For Alteration, it specifies that unless you're transforming via Blank Form, you lose (amongst other things) any movement types dependent on your original form. The problem is that, RAW, several forms to not grant a move/land speed, and since you lose your original move speed, you are either incapable of movement, or only capable of flying, burrowing, climbing, etc. I presume that you are intended to keep your base form's move speed, since otherwise, as-written, dragon transformation and elemental transfomation (fire) are incapable of any sort of movement without taking another talent that allows importing a movement trait (such as animalistic transformation, avian transformation, etc.) Some of these might be as intended (such as aquan), while others, it doesn't matter so much for (air elemental gets a perfect fly speed, so not being able to walk isn't much of a concern), but turning into a giant spider that can only helplessly waggle its legs without a wall to climb or a dragon that can't move is a little...wacky.

Another thing I was unsure of; for Elemental Transformation, it states that they get 'one of the following trait packages'. Does someone transforming into an elemental automatically get all of them, or do they have to use their trait slots to purchase each one individually? And if so, do they have a choice about taking them versus other traits they can access via other talents (those not automatically forbidden by the Elemental Transformation talent), or do they have to take those first? The feeling I get is that you just automatically get them all and can use your trait slots for other things, but I must admit I'm not completely certain given the use of the phrase 'trait package'...


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actually the idea of base Destruction doing Bashing, Slashing or Peircing (caster's choice) damage isn't a bad one. "I wave my hand and cut you with blades of magic" I think works just fine and it makes the base effect no more powerful than a regular ranged weapon. Then you just make Force a Talent along with the rest. Probably doesn't need a secondary effect since Force has the "can hit incorporeal and fears no resistances" benefit.


I started a workshop thread for Casting traditions if anyone wants to exchange ideas


I would like to offer a potential solution for Luthorn's movement issue. A simply sentence added within the text to the effect that if no new movement type is allowed by the new form that land movement is allowed by default or some other such language.

And I agree with Grey Lurker's interpretation of how the Destruction issue can be resolved. I would like to add that perhaps it is a simple ray that does piercing damage (perhaps immune to DR that affects piercing?) Otherwise, make it like green lantern's ring, whatever form the caster desires and use the appropriate damage type from its mimicked weapon.


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We're playing with upping the cost of summoning a creature (1 spell point to summon, 1 to tie it off, and possibly 1 more for the daily permanency); we've found summoners universally love the Conjuration sphere, but it is quite a bit of power to throw around at-will.

As for destruction, We've heard the concerns and are addressing it, our current thought being along the lines as Greylurker's comment above; make the base magic form physical, with the elements and/or force available as talents.


Thedmstrikes wrote:
Otherwise, make it like green lantern's ring, whatever form the caster desires and use the appropriate damage type from its mimicked weapon.

Foot of Gork


Actually I don't see the summoning as that big of a problem. It cuts into your action economy unless you use spell points which makes you a target. While the durations of the spell point lingering effect could be adjusted having to concentrate at will for your companion is an obstacle. But then again its not one of the things I really playtested.


My player had two permanent dudes with long spears running around while he shot force blasts and laughed.


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Maybe the spell point needs to only keep the monster 1 round per level.

And maybe a restriction to only having one monster at a time. Maybe spend a spell point to have two while concentrating as a full-round action, I'm not good at this stuff.

Sovereign Court

Should the Personal Illusion drawback be added to the Monastic casting tradition?

Sovereign Court

The Runist casting tradition lists Profession [Calligraphy] but should probably be Craft [Calligraphy]

Sovereign Court

For low and mid casters the charts list their caster level at Level 1 as 0 (1).

My best guess is that their Caster Level is really 0 but when they use sphere effects treat it as 1. Is this correct?

Without a minimum caster level of one lots of Talents are useless. (0 radius fireball anyone?)


@VanceMardox: Yeah, that's how it works. If your caster level is 0, it is treated as if it was effectively 1.


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I just wanted to let people know that we're planning to do the final big update to this PDF this month, which includes the last two chapters and makes several updates in both editing and content. If all goes well it should happen within the week.

Sovereign Court

Glad to hear it!


Sounds fantastic! Thank you Drop Dead studio!

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