Michael Sayre |
Okay, got the Softcover from the Kickstarter Rewards (you're welcome), and there's something I was wondering... ...One should be able to use these rules to create something like Supers, right? I'm thinking you could make a Flying Brick using the Spheres Enhancement (Personal Magic) for Super-strength, Telekinesis for Flight (and perhaps augmenting the Strength when lifting things), Protection (Protected Soul) for Invulnerability, Divination for Super-Senses...
Maybe using the Mageknight as the Class for "Supers" type characters.
I don't think you have to limit it to the Mageknight. We did a "play your favorite superhero" game and my wife's version of Storm from the X-Men was made using an Incanter, Nightcrawler was a Hedgewitch, Green Lantern was an Armorist, and Beast Boy was (obviously) a Shifter.
DM Papa.DRB |
I apologize if this has been asked / answered but I can't find it in this thread.
Can I use SoP for a straight cleric or oracle? Is one of the 11 new classes a clerical class (or even one of the new classes in the expanded pdf)?
This looks rather interesting, but not if it is strictly for arcane casting.
My reason is I could bring in a clerical SoP character in my home campaign, instead of the Oracle that I intend to. My guys are getting the behinds handed to them and don't have much healing so it would be a follower for the group.
thanks,
-- david
edit: I plan on buying the softcover/pdf bundle and the expanded pdf if it will meet my needs.
Luthorne |
I apologize if this has been asked / answered but I can't find it in this thread.
Can I use SoP for a straight cleric or oracle? Is one of the 11 new classes a clerical class (or even one of the new classes in the expanded pdf)?
This looks rather interesting, but not if it is strictly for arcane casting.
My reason is I could bring in a clerical SoP character in my home campaign, instead of the Oracle that I intend to. My guys are getting the behinds handed to them and don't have much healing so it would be a follower for the group.
thanks,
-- david
edit: I plan on buying the softcover/pdf bundle and the expanded pdf if it will meet my needs.
With Spheres of Power, there is not a real distinction between arcane and divine casting unless the DM (or player with DM's permission) wants there to be, which they do by creating different casting traditions. There is an archetype for a cleric built with spheres, but the incanter can also be quite a reputable 'divine' caster, as can several others...but there's nothing by default preventing a sphere wizard or sorcerer under this system from picking up the Life sphere and gaining healing.
DM Papa.DRB |
So the Life Sphere does healing. Ok. What about things like restoration (and it's lesser and greater) as well as neutralize poison, remove disease.
So I am thinking that you are saying that I could play a cleric but replace the spell casting portion with SoP, or use one of the new classes. In either case he would pick up the Life Sphere. Right?
thanks,
-- david
Luthorne |
So the Life Sphere does healing. Ok. What about things like restoration (and it's lesser and greater) as well as neutralize poison, remove disease.
So I am thinking that you are saying that I could play a cleric but replace the spell casting portion with SoP, or use one of the new classes. In either case he would pick up the Life Sphere. Right?
thanks,
-- david
Indeed, healing and removing conditions are the primary abilities granted by the Life Sphere and its talents. There are archetypes for all of the Core classes that use spellcasting to change them into spellcasters (though if you want premade archetypes for non-Core classes, you'll want to consider Spheres of Power: Expanded Options), but the new ones offered are quite serviceable; the Incanter can pick up channel energy, as does the Soul Weaver (though not as often as the Incanter, but it gets some other tricks). The Hedgewitch is not a primary caster (on par with casters like the bard, inquisitor, and other such), but can also be a useful healer, though with Spheres of Power, anyone can work at it.
christos gurd |
between this and the expansion booklet they provide a Sphere using archetype for each of the regular Pathfinder spellcastes up to the ones in the Advanced Class guide
what i want is one or two physical books that convert all casters up to this point. i can guess at the occult stuff if i have to, but id like something that feels more like a complete whole series before i go the dead tree route. i guess im just looking for something like dreamscarreds ultimate psionics book, where the supplemental stuff is included.
Divinitus |
Does the preview help explain the way that the system works?
My own homebrewed system has Mana Points much Power Points from DSP's Psionics line.
When I read that these classes had points roughly equivalent to a Monk's Ki Pool, I was curious about how that would work, considering these are, I assume at least, dedicated spellcasters.
Luthorne |
Does the preview help explain the way that the system works?
My own homebrewed system has Mana Points much Power Points from DSP's Psionics line.
When I read that these classes had points roughly equivalent to a Monk's Ki Pool, I was curious about how that would work, considering these are, I assume at least, dedicated spellcasters.
It's been awhile since I looked at the preview, but it should explain it. However, the brief synopsis is that in Spheres of Power, you don't have to spend spell points for everything, but things you don't spend spell points for usually require you to constantly concentrate on them or, if instantaneous, have a considerably lessened effect. Thus, they can have a considerably smaller and more manageable pool and still get by.
Duiker |
So when I'm not signed in, the Softcover has a price of $34.99 marked down to $15.00, but when I try to buy it, as soon as I sign in, the price goes to $34.99 and stays there.
Not that I'm unwilling to pay full price, but I would like to know what's going on. Anyone have an idea?
It's been doing that for at least a month. I think what's going on is that the system is glitching over how to display the individual softcover and PDF prices. I.e. the combo is $34.99, and you only get the softcover for $15 if you buy the PDF for $19.99 ... anyway. Glitch.
Blayde MacRonan |
Are there any suggestions that could be recommended for the sphere classes to take into account the grouped skills or consolidated skills options from Pathfinder Unchained? While I'm pretty sure I could match up the classes that have similar to the Paizo classes, classes like the mageknight make that a little difficult to do. Even if it's unofficial, any help would be greatly appreciated.
WhiteMagus2000 |
Does the preview help explain the way that the system works?
My own homebrewed system has Mana Points much Power Points from DSP's Psionics line.
When I read that these classes had points roughly equivalent to a Monk's Ki Pool, I was curious about how that would work, considering these are, I assume at least, dedicated spellcasters.
They get level + (ability modifer), spell points to cast spells with. But one built like a wizard has nearly double that. You start out with basically cantrips spells for a school and build them up to do whatever you want. A "fireball" costs 2 points to cast and 4 "spell selections" to put together, for reference.
The "cantrips" dont really have a level cap, so even a "ray of frost" does 1d6/2 levels and staggers. Other 0 power spells scale just as well, always giving the sphere caster something to do if they can't/don't want to burn spell points.
Steve Danials |
I apologize if this has even answered, but I wanted to ask about the Light sphere. There's a talent where you can blind an opponent within the bright light, as well as everyone else. However, that's gonna be a minimum of 6 squares, which (how my group plays, anyway) is usually the entire battle field.
Compared to other talents/spheres which state that you can create a burst "up to" however much based on your caster level.
I just wanted to ask if I was misreading the Light talent, and it can be shrunk down, or will each use fill the max area? Thanks!
Papa-DRB |
Hi,
got my book (looks terrific!) and downloaded the pdf.
On the character sheet pdf, can you use a bigger font for the skills section and for the languages? These old eyes are having to use a magnifying glass to read those sections, thanks,
Still working on my 1st SoP character, a Soul Weaver who will come into the campaign at level 7. Probably with Life and Death spheres.
-- david
Papa-DRB |
Ok, backstory completed. Short version.
Xodri is a very young gnome and was captured by dark elves, along with most of his village. He and the other prisoners were taken to the Darklands, but during a raid by other races on the drow he managed to escape. He developed his life and death talents by healing himself and creating undead to fool others in the Darklands while he hid. Finally he came to the Dwarven city of Embla (Rise of the Drow Adventure - Campaign) and was allowed in even though his powers were different from the clerics and wizards. He was adopted into Miah family, and now, having grown in power is ready to go with the group of adventurers that intend to help the Dwarves removed the Drow House from power and bring stability to the Darklands.
Crunch for 1st Level Soul Weaver, need to bring him to 7th. Any "issues" or "problems" with what I have done from a rules perspective?
Xodri, Male Gnome, True Neutral, HP 9, AC 13 F11 T13
Level 1 Soul Weaver
(20 point buy)
Strength 8
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18
Favored Class Bonus: +1 hit point
Skills: 2 per level. Max: Knowledge (religion), Stealth
Feat: Extra Nexus Powers
Magic Talents: 1 per level, plus 2 extra at 1st level.
Talent 1 – Life Sphere
Talent 1a – Ranged Healing
Talent 1b – Death Sphere
Class Abilities:
Bound nexus – 7 souls
Nexus powers – Life: Invigorate, Cure, Restore
Death: Ghost Strike, Exhausting Strike, Reanimate
Casting – High Caster, No Tradition
Channel energy 1d6 – 5 times per day, Positive Energy
Spell pool – 5 spell points
-- david
Papa-DRB |
Don't forget the Eratta:
pg. 101: The Soul Weaver class should gain 3+ Cha modifier uses per day instead of 1+ Cha modifier uses per day for both Channel Energy and the total number of souls it may summon via its Bound Nexus.
Cool. Where is this errata located please?
-- david
Edit: Both my pdf and softcover say 1+
Luthorne |
Did anyone ever figure out what the Hedgewitch's first level ability "Magical Potency" does?
On a related note what is the caster level of a first level Hedgewitch?
The book lists "0(1)" with no explanation. I am thinking these two questions might be related.
I don't see a Magical Potency ability in my version; however, the answer to your second question is simple. Since in Spheres of Power, caster level acts like BAB, if you took your first level as a hedgewitch, you would still have caster level 1st to use your two bonus talents in (hence the 1), but if you took your first level as an incanter, and then multiclassed into hedgewitch, you would have caster level 1st (hence the +0). You'll notice that every other non-full caster has a similar entry in their column.
Poor Wandering One |
Poor Wandering One wrote:I don't see a Magical Potency ability in my version; however, the answer to your second question is simple. Since in Spheres of Power, caster level acts like BAB, if you took your first level as a hedgewitch, you would still have caster level 1st to use your two bonus talents in (hence the 1), but if you took your first level as an incanter, and then multiclassed into hedgewitch, you would have caster level 1st (hence the +0). You'll notice that every other non-full caster has a similar entry in their column.Did anyone ever figure out what the Hedgewitch's first level ability "Magical Potency" does?
On a related note what is the caster level of a first level Hedgewitch?
The book lists "0(1)" with no explanation. I am thinking these two questions might be related.
Aha! I must have an old version. Mine lists "Casting, traditions, magical potency, spell pool, tradition power,tradition benefit, tradition secrets" on the "special" section of the level one line of "Table:The Hedgewitch" on page 77. Does the current edition just drop potency or is something substituted?
Re the 0(1): Thanks, that was confusing me. Need more coffee!
Luthorne |
Luthorne wrote:Poor Wandering One wrote:I don't see a Magical Potency ability in my version; however, the answer to your second question is simple. Since in Spheres of Power, caster level acts like BAB, if you took your first level as a hedgewitch, you would still have caster level 1st to use your two bonus talents in (hence the 1), but if you took your first level as an incanter, and then multiclassed into hedgewitch, you would have caster level 1st (hence the +0). You'll notice that every other non-full caster has a similar entry in their column.Did anyone ever figure out what the Hedgewitch's first level ability "Magical Potency" does?
On a related note what is the caster level of a first level Hedgewitch?
The book lists "0(1)" with no explanation. I am thinking these two questions might be related.Aha! I must have an old version. Mine lists "Casting, traditions, magical potency, spell pool, tradition power,tradition benefit, tradition secrets" on the "special" section of the level one line of "Table:The Hedgewitch" on page 77. Does the current edition just drop potency or is something substituted?
Re the 0(1): Thanks, that was confusing me. Need more coffee!
Mine lists, "Casting, spell pool, tradition benefit, tradition power, traditions," for the 1st-level line of the Special section on Table: The Hedgewitch on page 77.
Tectorman |
I want to be clear from the getgo: this isn't me looking a gifthorse in the mouth. I just want to be sure that I didn't accidentally take advantage of some glitch.
I bought the Hardcover/PDF bundle. It was advertised as $34.99 with an S&H of $10.52. When the order came through, I got charged for the S&H, but not the book or the PDF. I figured that it would just get charged to me when the book actually shipped. Then the book was shipped, and I still wasn't charged for the book. I downloaded the PDF, and received the book in the mail, and I've still only paid the S&H.
I have no idea what happened. More disconcerting, I don't know that this isn't some legitimate discount that I lucked into. Because if not, then I've got an additional $49.99 charge that's going to come at me out of the blue.
Do I not have to worry about it coming through? Will I be paying it after all? I don't care which, I just want to know.
Drop Dead Studios |
Just so you all know, we've started the process for writing the next big series of Spheres of Power expansions, and it's the sort of thing we need your help with.
We have hired a lot of freelancers to do a series of Handbooks expanding each of the 20 spheres, which at a rate of one handbook per month, is a project we're fully-intending to take almost two years to finish. To get this off the ground and to help us pay for such a elongated investment, we've also started a Patreon. Backers will get playtesting documents, input on the artwork and potential chapter-starting stories, and of course copies of everything before anyone else.
I have loved the support Spheres of Power has been getting, and with this I hope to be able to bring more content to people at a much, much faster rate. Thanks to everyone who checks it out.
Luthorne |
Do I get this right when I say an Incanter level 1 could transform into a dragon and breath.
Alteration Sphere
Dragon Transformation TalentFrom where I stand, this is pretty op for a level one caster..... Oer I migh miss something!
They can do that, but you need to either spend a spell point or have the easy focus boon, which still eats up your move actions, and you can only use it every 1d4 rounds. If you've spent both your talents on this...you're stuck with going into melee and biting your enemies, since you don't even have hands to use a crossbow with. So you'd probably have to be intending to gish it up.
Comparatively, you could go into destruction and deal 1d6 damage as a touch attack every round, which seems like less than 1d8, but with having to wait a minimum of 1 round between uses, it's more like 2d6 vs 1d8, or on average, 7 vs. 4.5, though admittedly destruction isn't going to be hitting multiple targets without something like energy wall, explosive orb, or sculpt blast, so depends on what kind of encounters you're running across at level 1...but area effects can be a hindrance as well if you can't get a good grouping without getting party members in the effect, presuming you're even fighting multiple monsters to begin with.
Mind, I'm not saying dragon transformation is bad, you get a nice natural armor boost, get to move faster, and the breath weapon is good to open up with, but I'm not convinced it's overpowered at level 1. Potentially a strong option, especially if you're willing to gish it up, go for Extra Magical Talent to help diversify your abilities, or just use blank form to just get the breath attack so you can keep poinking away with the crossbow while waiting for a second use...depending on if combat lasts long enough...
Just my opinion, though!
Malwing |
Don't know if anybody's talked about this yet, but should all the original SoP classes be allowed to select whatever their casting ability score is, or is there a legitimate mechanical reason?
I presume consistency and compatibility with the mechanical assumptions made by their other class features.
DM Papa.DRB |
Hi,
I have purchased the print/pdf bundle and am really enjoying this method of spell casting. My mind however is still wedded to the current "standard Pathfinder" spell casting classes, and I am looking for some help on creating a character with this system.
From the "arcane" standpoint the Incanter seems to be a very good option, taking several spheres (destruction or alteration, plus others) so I believe that I have a reasonable handle on the "arcane" side.
From the "divine" standpoint, it seems that the only alternative to a cleric is a Soul Weaver that takes the life sphere (maybe plus protection or death or even dark) and goes from there, but I do not seem to be able to figure out a viable build.
Reason for this is I want to introduce Spheres of Power, specifically a "divine" caster into an existing group (they need the help!).
Constraints would be, 20 point ability score buy, start at 8th level, must be able to function underground, ie. darkvision or some way of getting it (Dark Sphere with Darkvision meld?), essentially a heal bot, as this would be an npc. The build would go thru level 20 by the end of the campaign.
Could someone give me some pointers on a reasonable build for this, especially the spheres and talents? Thanks,
-- david
GM Rednal |
Look on Page 153 - Casting Traditions.
As far as Spheres of Power goes, there's no Arcane/Divine divide between the powers themselves. Basically, there's two things you'll want to focus on here: Your Theme and your Tradition.
The Theme of the character is what kind of powers you WANT then to have. Want them to have healing? Grab Life. Want to guard others? Grab Protection. Want to protect people with holy radiance? Grab Light.
Your Casting Tradition is how you cast. You can voluntarily add limits (such as needing to talk, needing to display a symbol/focus, etc.), and that's probably the best way of showing that someone's powers are divine.
This casting system is extremely flexible - basically, the mechanics and the flavor are separate, allowing you to customize it however you want. ^^ That's one of its strengths - and once you approach things from that perspective, it gets a lot easier.
Luthorne |
1 person marked this as a favorite. |
Incanter and Thaumaturge can both be good clerics or wizards, just depending on how you build them...particularly the Incanter. The Soul Weaver can work as well, of course, but it has a particular flavor (the same is true, to a lesser extent, for Thaumaturge). Hedgewitches can also make for a decent divine caster, if less casting focused...simply take the Covenant tradition and another that fits your character concept. And don't forget the Sphere Cleric archetype also exists!
For the classic 'divine' caster, I think the Fate, Life, and Protection spheres are also pretty classical, but plenty of other spheres can be used depending on desired flavor...Creation for an angel/demon/devil summoner, Destruction with the Aligned Combatant restriction, Divination, Enhancement, even War...from what you've said, Life is a must, and if you want darkvision, presuming it doesn't come from your race, a feat, or a magic item, you can pick it up via Alteration or Dark...you could also pick up blindsense from Divination, or simply make light via Light. Beyond that, Light offers some nice buffs and crowd control, same for Fate, Protection has some nice buffs, Time has some excellent options, and War has some good mass buffs and immediate action options...
...might just want to consult this, though.
TheDisgaean |
TheDisgaean wrote:Don't know if anybody's talked about this yet, but should all the original SoP classes be allowed to select whatever their casting ability score is, or is there a legitimate mechanical reason?I presume consistency and compatibility with the mechanical assumptions made by their other class features.
I don't know, all it takes is simple substitution, something other classes have done. But thematically, it makes sense. Shifters (WIS) spiritually connect with the creatures they become, eliciters (CHA) focus on controlling emotions, and symbiats (INT) draw on their mental acumen, etc. The only classes that bugged me were armorist (WIS) and soul weaver (CHA). Charisma makes sense as soul weavers are invoking the spirits of the dead, but armorists being bound to Wisdom seems strange.
They're power is all about conjuring weapons and armor, so I think it could be argued any of the three mental scores could work thematically:
Intelligence: Having knowledge and understanding of the equipment's creation and composition to recreate it.
Wisdom/Charisma: The equipment is essentially an extension of your being and your will.
If anything, the only mechanical reason I can think of is to avoid min-maxing.
Drop Dead Studios |
Just throwing it out there, but the first of our planned expansion handbooks has just launched: The Geomancer's Handbook.
DM Papa.DRB |
Greetings, I apologize if this is considered an intrusion or bad form. I am starting up a Play by Post that is only for Spheres of Power classes (for now), and wanted it make sure that the folks that most likely own the product and/or who may be interested in a Play by Post know about the recruitment thread.
Spheres of Power Recruitment Thread HERE
Grovestrider |
1 person marked this as a favorite. |
Just wanted to let everyone know that the second of the expansion handbooks is now out: The Telekinetic's Handbook.
Endzeitgeist |
2 people marked this as a favorite. |
Part II of my review:
Okay, where things get interesting, at least for me, is with the advanced magic-chapter: Instead of smashing these components into the design of the vanilla spheres, the advanced magic talents provided can be envisioned as the rather brutal options: 2-mile darkness? Check. Tsunamis and summoning? Check - This section is absolutely, marvelously, brilliant. Why? Because it does right what so many systems like this do not get: There is a lot table-variation out there. From low-fantasy grit to epic high-fantasy, from magic suffused space-opera to horror-esque sci-fantasy, there are infinite ways to play the game - and this chapter collects the high-fantasy, huge AoE, narrative effects and takes that requirement off the GM's shoulders: No skimming through the spheres and disallowing certain options - simply restrict this chapter (or unlock) it at your leisure and there you go. Quite honestly, this is absolutely stunning: Want to play a game where PCs can unleash tsunamis against dragon-fleets? Allow! Want to play gritty survival at low levels? Ban (at least for the PCs...)! Simple, elegant and as tightly phrased and presented as possible. A joy to read and a fistpump-worthy hell yeah moment if there ever was one.
Secondly, rituals deserve special mention - know how I mentioned that imho, this works best as a substitution? If you're like me, you will have rolled your eyes and thought: "Oh great, so module xyz, which banks on spell zyx, now won't work." Enter rituals. Basically, this allows you to redesign spells into sphere-based rituals that duplicate the spell's effects and aligns them with spheres. While personally, I'm not a big fan of adding the power imbalance of the triple scaling axis of spells back in, particularly when a module requires the like, a limited system-transparency is thus maintained...and you can still tinker with the casting time (which is increased significantly) even further: This allows magic to have a Sword & Sorcery-style flair: Sure, there is the quick sphere-casting...and then, there is the time-consuming, dread, city-leveling rituals...and you can add wonderful lists of exotic components to the fray for further adventuring opportunities and means for the PCs to foil evil ritualists. Optional pricing and tables of strange effects further supplement this use of the rules.
The Spellcrafting system that allows you to make your own magical effects, at least to me, somewhat pales in its actual requirement (seeing how many spells can be converted), but who am I to complain...particularly when my beauties, one of my favorite sub-systems, incantations, are covered as well? This book, at this point on my initial read, had achieved an almost creepy level of "EZG likes it" - something further escalated by the copious player options that not only manage to get counterspelling and circle casting and contingencies right; no, beyond mere feats and the like, it was the accumulation of casting traditions that further elated me to levels of joy seldom obtained: Basically, you choose boons and drawbacks for casting traditions, representing benefits and drawbacks of individual approaches to magic, with general and sphere-specific ones all coming together in one glorious customization fest that should have both players and GMS alike grin from ear to ear.
Okay, but what about the magic items? One whole chapter is devoted to magic items, crafting and modified effects, further underlining the massively-detailed, holistic approach of the book. And yes, you'd be right in a way that this book may sound daunting at first glance - it's really not. Also thanks to a massive chapter guiding you through the implementation of rules, the cherry-picking process and manipulation/creation of more of them - before actually delving into several brief sketches of sample campaign settings sporting the rules- Oh, and, just in case you're like me a grumpy guy and now would begin complaining about "magic not existing in its own vacuum" and things like "world consistency" - what about no less than 6 sample organizations, including traits and TPA/CPA-levels? Heck yes.
But, you know me: I'll still complain over the lack of NPCs. Well, we get those as well. And skeleton/zombie/animated object toolkits. Oh, and char-sheets.
Conclusion:
Editing and formatting are top-notch -while I noticed very minor inconsistencies here and there (one ability reading: (primary...) while another read (Primary...) and the like, at this point, any complaints about those sound hollow. One pet-peeve of mine makes me constantly cringe, though: The books gets cold damage wrong, constantly referring to it as "frost damage" etc. - something that btw. also extends to the expansion..but at least it is consistent in this glitch.
Layout adheres to a beautiful 2-column full-color standard with ample of original full-color artworks. The book comes fully bookmarked for your convenience and provides an interactive version of the char-sheet. Unfortunately, I do not own the physical copy of this book, so no, I can't comment on that version.
Adam Meyers, Owen K.C. Stephens, Thomas Keene, Ryan Ricks - gentlemen, you have me utterly flabbergasted. It's time to come clean here: I wasn't excited about this book in the least. Not at all. I saw the KS and literally thought "Meh, don't need it." You see, the pitch of avatar/fiction-like spellcasting simply didn't appeal too much to me. Damn, was I wrong. For one, sphere casting is much (MUCH!) better balanced than vacian spellcasting and the introduction of the material herein should end the martial/caster-strife for most groups. Secondly, this book actually manages something just about unprecedented: It manages to account for table variations in an almost uncanny way: You can use Spheres of Power with Interjection Games-classes, psionics, Akashic Mysteries...and actually get a balanced, cool game. similarly, you could highly restrict it and go full-blown gritty...or utterly anime-style high-fantasy. This system's modularity is a thing of true beauty, its easy means for potential expansion a milestone. Now granted, there are some minor aspects I am not a fan of - stalwart, the destruction-sphere's blasting and similar elements all didn't blow me away - but see, that's the beauty of the system: By means of its elegance and relatively open design, I see no reason why a capable GM couldn't tweak, mesh and blend the living hell out of this system.
Beyond an increased emphasis on meaningful player-agenda, tight rules-language and a holistic claim it actually manages to fulfill, spheres of power also has these cool tidbits: From the advanced customization to relics and incantations, this massive book takes just about anything you could complain about and tells you "Jep, already covered that...here." This may very well be one of the, if not the most refined, yet open casting systems I've seen in a long, long time - one that still can, but doesn't need to, draw on the vast canon of published Pathfinder-material.
If the above, gushing monologue wasn't ample clue for you: Spheres of Power is a phenomenal book, a tome of a quality you only rarely get to see and one that is, quite frankly, significantly better than the limited KS-pitch back in the day ever made me hope it could be. Spheres of Power is a universally, absolutely superb book, one that cannot only inspire characters or the like - it can inspire campaigns. It is my firm conviction that this book belongs into the library of the distinguished Pathfinder-GM: There is an exceedingly high chance that my next campaign will use these rules (alongside non-vancian casting classes by e.g. Dreamscarred Press and Interjection Games) to take a complete break from vancian spellcasting. Not because I don't like spells and the vancian system - quite the contrary, actually. However, because I believe that using this book and using different spellcasting methods lets you tell a whole cosmos of different tales, of different power-levels and dichotomies between casters and non-casters.
I'll say it again - Spheres of Power is one of the most impressive books I've read in a long while; it may not be perfect, but it is a thorough inspiration and I staunchly believe that any group can benefit from at least contemplating using this book when starting a new campaign (or initiating a magic-altering event/switching settings, etc.). Spheres of Power is a milestone-level book I will certainly try to get in print. My final verdict will clock in at 5 stars, seal of approval, nomination as a candidate for my Top Ten of 2015 as well as the EZG Essentials-tag, since its facilitation for story-telling and its ridiculously high scavenging/system-fusion potential. A stellar tome, well worth every cent of its fair asking price.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, Lou Agresta's RPGaggression and d20pfsrd.com's shop.
Endzeitgeist out.