
TheDisgaean |
Not sure if this has been covered or not, but when using Animate Object on a weapon does it use its own damage die, damage type, and critical range or the stats listed in the appendix?
Like, say I animated a longsword. Would it use the damage qualities of a small animated object as listed in the appendix and do 1d3 bludgeon, or 1d8 slashing/piercing damage as per its stats in the equipment section?

TheDisgaean |
They should probably follow the stats listed in the appendix, modified as necessary based on how the CP were spent. So, 1d3 bludgeon. (The entire Animated Objects system is basically balanced around those stats, so allowing higher damage dice at no additional cost wouldn't be particularly fair.)
Plus said objects' having rudimentary "intelligence" would keep them from being very effective from a lore perspective.

GM Rednal |
No, there is no chance of spell failure from wearing armor in that situation. Spherecasters in general do not suffer from ASF unless they've taken the Somatic Casting drawback at least once. Unless my search function is messing up, the only place spell failure is mentioned in the main book is in the drawbacks section.

Luthorne |
If I create a Pathfinder Fighter level 1, who discovers his talents and then takes Armorist without a "casting tradition" from 2nd level on, is there a chance of "arcane spell failure" if he wears heavy armor?
Can you point to a place where it says that in the rulebook, either way?
-- david
Page 8 of Spheres of Power:
Unlike spells, however, sphere abilities do not require gestures or magic words, nor are they divided between Arcane and Divine sources (although Chapter 5 of this book details Casting Traditions - a way for players and GMs to re-introduce these particulars and distinctions).
To quote from the Core Rulebook:
Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
And finally, from page 153 of Spheres of Power:
Likewise, while arcane casters from the core Pathfinder system must chant, gesture, and provide material to cast spells and cannot use magic effectively while wearing armor, an SoP caster requires little more than a thought to create a magical effect, regardless of her situation.
So yeah, spherecasting is not arcane, not a spell, and does not by default have somatic components unless your casting tradition reintroduces it (as described on page 158).

Grovestrider |

If I create a Pathfinder Fighter level 1, who discovers his talents and then takes Armorist without a "casting tradition" from 2nd level on, is there a chance of "arcane spell failure" if he wears heavy armor?
Can you point to a place where it says that in the rulebook, either way?
-- david
Unlike spells, however, sphere abilities do not require gestures or magic words, nor are they divided between Arcane and Divine sources (although Chapter 5 of this book details Casting Traditions--a way for players and GMs to re-introduce these particulars and distinctions).
Likewise, while arcane casters from the core Pathfinder system must chant, gesture, and provide material to cast spells and cannot use magic effectively while wearing armor, an SoP caster requires little more than a thought to create a magical effect, regardless of their situation.
Casting traditions are comprised of general drawbacks, sphere-specific drawbacks, and boons. General drawbacks and boons must be selected when the caster gains their first level in a casting class, while sphere-specific drawbacks are gained when the character first gains the sphere they modify.
You must gesture to cast spells--a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
I hope these quotations from the book help to answer your question.

DM Papa.DRB |

Thanks guys. Those are the ones that I found except for:
Spheres of Power, pg 153, paragraph 2, 3rd sentence wrote:
Likewise, while arcane casters from the core Pathfinder system must chant, gesture, and provide material to cast spells and cannot use magic effectively while wearing armor, an SoP caster requires little more than a thought to create a magical effect, regardless of their situation.
Which actually turns out to be the key quote!
I appreciate the help.
-- david

Grovestrider |
1 person marked this as a favorite. |

Just a heads up, Wizard's Academy has been released which is an Adventure module for Spheres of Power and includes a small Bestiary including 100 monsters.

DM Papa.DRB |

In the Spell Trigger and Spell Completion Items section of the book / website, it says "the creature must possess the base sphere associated with that item".
So someone who has Life Sphere could cast a "Conjuration (healing)" spell from a scroll, such as Cure X Wounds.
Is there a comprehensive list that has the Y Sphere <> Z School(s) detailed?
thanks,
-- david

GM Rednal |

GM Rednal |
The other handbooks are currently in production, with a few currently being playtested (you can get access to that - and the books as soon as they release) by supporting the Patreon campaign. ^^
I don't think Warp is currently being made, but the goal is to expand EVERY Sphere, and if you like the system, they're definitely worth supporting.

DM Papa.DRB |

Question about Hedgewitch Traditions:
Traditions: Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefts, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
When I get a secret (all even levels), do I gain a secret from each tradition (ie. 2 secrets) or do I only get a secret from one of the traditions (ie. 1 secret)?
-- david

GM Rednal |
I'm pretty sure you select one secret each time you gain them. The key bit is "In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret."
Basically, the two traditions combine to give you a selection of Secrets, from which you choose one at a time.

Greylurker |
1 person marked this as a favorite. |

Been working on a buch of Sphere based Rot Shamen for a campaign I'm working on. Their Magic Tradition generally involves plucking vermine from their clammy dead flesh and either eating them or throwing them at targets. Most them of them are using a mix of Death and Alteration Spheres
One of my named villains for the campaign can use Alteration to turn a PC into a swarm of insects and reduce their Int to 2.
I'm looking forward to describing how an insect burrows into the victim's flesh and then their entire body begins to fall apart into worms, maggots and roaches.
Really do enjoy this system

Aksess |

I've been reading through this book, and so far I love it. I was curious how a weather specialist would play out, so I started reading through the Weather sphere...and I'm wondering if I'm missing something. It looks very underpowered for being effective in combat. It takes several rounds to get to higher severity weather, whose effects often aren't felt for *hours*. The maximum effectiveness of the weather sphere seems rather weak.
The effects of the Wind section are detrimental to ranged weapons, flames, and a DC 10 STR check is pretty easy to overcome. It seems pretty ineffective until you get to Tornado.
Cold/heat damage are measured in terms of 1d6 per hour to start with, capping at 3d6 per round. You don't even deal damage per round until severity 6. Granted, you can fatigue opponents, but it still feels lacking.
Precipitation by itself deals in line of sight penalizing, and at higher severity has the nebulous effects of "flash flood" and "great flood", lacking some description like "creatures made of clay or fire take X damage" to help players and DM's figure out what those terms do. Heavy snow seems somewhat useful, but only occurs after multiple hours of snowfall, which is almost irrelevant to combat.
The lightning strike from storm is random unless you get the accompanying talent, and caps out at 10d8 per round at around character level 12-14, which is decidedly underwhelming in an isolated context.
Am I taking the wrong thought process in how the fantasy of a weather mage should play out? Am I missing some beneficial interactions, or the utility of being able to concentrate to increase weather severity while doing something else?

GM Rednal |
My experience is that Weather isn't particularly helpful for the first few levels - not unless you seriously focus on it. Even then, yeah, it's mainly intended for broad area effects - small AoE's are Destruction's thing. You could definitely put on a show and try to convince people you're stronger than you are, though. XD
For a truly weather-focused character, you probably want to use Spellcrafting to add new effects.

Aksess |

Perhaps I'm just too used to the very explicit spell effects spelled out (no pun intended) in the spell description in the core rulebook. The main advantage of that method is that you don't get into an argument with the DM on abstract physics methods. Focusing in on the difference between a flash flood and a great flood...is there a difference? It doesn't describe how deep the water is. Can you sail a boat in one but not the other? The ability to use wind to fell trees seems potentially useful, but you pick an ability because it WILL be useful, not because it might be useful. How often does the need to wreck a city arise?
As I was reading, it seems like this sphere is most useful when you use it to cancel out difficult weather...but that's just not interesting or fun.

Aksess |

Maybe I'm still missing something, but how did it ever get worthwhile? On the surface I don't see anything that looks particularly worthwhile about specializing in the Weather sphere. Maybe it'll get a handbook to flesh it out more? I love the idea of a weather mage, but when you're measuring your damage output in terms of 1d4/d6/d8 per minute or hour, something seems wrong.

Syrus Terrigan |

In my estimation, the Weather sphere is more a "strategic" tool than a "tactical" one. That said, though, I seriously dig its range of abilities. SoP has let me build a sorcerer that feels more like a druid, honestly, but once he gets Greater Weather and hits 7th level? --> It's on! Grab a few thematic Destruction talents, and he's golden.

SilvercatMoonpaw |
Maybe it'll get a handbook to flesh it out more?
Given that they've done ones for most of the others, that's a definite.
I would say Weather's drawback isn't that it can't do immediate combat stuff, but that it's radius and duration (after spending a spell point) don't provide it with much punch on a tactical or RP scale. It might make a good anti-army or RP-challenge sphere (you could shut down supply movements and trade with snow or rain, or moderate the weather to help a community survive) if it could affect more area for longer.

GM Rednal |
And it's good for there to be SOMETHING on the large tactical scale, whether that's creating nasty weather for PCs approaching a fortress or building your own bunker and attacking a big force outside from the sky. ^^ It's not something super in-demand for every group, but then, neither are most of the Spheres. And variety is good.

SilvercatMoonpaw |
Though the real fun requires talents like Greater Size (up your radius to 400 + 40 ft per caster level) and Lengthened Weather (cause it to last for 1 hour per rather than 1 minute). Vanilla still seems a bit anemic, though that's not only a problem with Weather (some of the Nature packages, like Fire, aren't wowing at base).

SilvercatMoonpaw |
Think of it as a sphere for the kingmaker system and its expansions. Would work really well as a supporting wizard for a fantasy empire and the character gets to concentrate on the kingdom instead of individual RP/adventuring.
Even then it still seems a bit middling: With only the base talent you're only affecting 220-600 ft across at a time, depending on Caster Level. 880-2400 ft with Greater Size. So starting out you're maybe a really convenient sprinkler system or can make a single castle/town always the same temperature (remember you need Lengthened Weather to not either be concentrating or spending a spell point every 1-20 minutes). Things don't get really glorious until 10th caster level and Advanced Talents are allowed and you can use climate to affect 4 miles across.
I'm not saying Weather is bad. It just occurs to me that the scale is set oddly: either you can affect a large area for combat size, but it takes time to get to a useful level, or you can not worry about how long it takes but not affect a really significant area.
If it were me I'd give the base sphere the option of reducing the size of the area to allow for some kind of concentration of the effect.

GM Rednal |
I agree that Weather feels a bit more plot-y than some other Spheres. XD The Creator's Handbook introduced the Diagram Magic drawback, which feels great for quests like 'Find the diagrams being used to attack the town with storms and stop the casters'. It's not for every game, but then, the same could be said of most of the Spheres.

SilvercatMoonpaw |
It's not for every game, but then, the same could be said of most of the Spheres.
Maybe SoP could maybe do with some more examples of how spheres can fit into various settings. I remember way back in the kickstarter they gave some examples like emulating Jedi, so more of those might be useful. (I should note I don't own Worlds of Power.)

SilvercatMoonpaw |
I think that's done well enough with the sample casting traditions. ^^ There's plenty of ideas and inspiration there for making spherecasting fit almost any setting.
If that were the case I'd say the sample traditions would occasionally tell you that there were spheres you're not allowed to take. In some cases it not just how you cast but what you cast that the setting detail dictates, but there's not much example of that.

Greylurker |

The flexibility of the system I think is one of my favorite things about it. There is a lot of room to customize the bits and pieces for your setting. Between the Casting and Martial traditions you can create a really strong feel for a part of your world.
(EX: a guide of thieves who have gladiatorial knife fights and who snort ground up mana stones for magic)

Greylurker |

GM Rednal wrote:Anything beyond that is a house-rule, so I'm not surprised that none of the sample traditions have that limitation.Yes, but what I'm talking about is examples with stronger direction. Not designed for use in every game/campaign.
The Unified Traditions in Champions of the Spheres are like that. The Death Knight for example requires you to take the Death Sphere and Cryptic Strike instead of letting you just take any 2 spheres.