[Drop Dead Studios / Spheres of Power] Fun with Traditions


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Traditions in Spheres of Power can be the cornerstone of flavor in a campaign defining how magic works in a world. So what can we do to mess around with it? What kind of traditions do you use or want to use in your campaign?

I'll start by sharing some traditions I've come up with. I started dividing spheres into categories. The first one up is dividing them into Magic: the Gathering colors.

Mana Spark: Choose a color of magic. Sphere abilities outside of your color of magic cost 1 additional spell point to activate and the casting time increases by 1 step. Also you cannot take advanced talents, study or craft spells using spheres that are under enemy colors of your chosen color. Verbal Casting. Somatic Casting x1. Magic Signs.

This tradition grants 1 bonus spell point per level of your casting class.

Black Magic
Enemies: Green and White
Dark, Death, Destruction, Illusion, Telekinesis

White Magic: Black and Red
Creation, Life, Light, Protection, Divination

Green Magic: Blue and Black
Nature, Weather, Conjuration, Alteration Protection

Blue Magic: Green and Red
Warp, Time, Mind, Divination, Illusion

Red Magic: White and Blue
War, Enhancement, Fate, Destruction, Alteration

The second is based loosely around Pathfinder's magic divisions.

Each of these traditions grant a bonus spell point for each level in the casting class that took it.

Arcane Magic
You cannot take spheres or talents outside of the list below unless you multiclass into a new class that grants a tradition. The exceptions are Spheres granted by class features. Spheres and talents taken under this tradition have the following Drawbacks; Somatic Casting x2, Verbal Casting.
Spheres under this tradition include;
Warp, Time, Enhancement, Illusion, Destruction, Telekinesis

Divine Magic
You cannot take spheres or talents outside of the list below unless you multiclass into a new class that grants a tradition. The exceptions are Spheres granted by class features. Spheres and talents taken under this tradition have the following Drawbacks; You must choose Good or Evil. Good aligned characters cannot choose Evil and Evil aligned characters cannot choose Good. Once you choose you are restricted from gaining spheres or talents from the other's list even when multiclassing. If you choose Evil and your alignment changes to Good or vice versa you can no longer spend spell points on spheres and talents under your chosen alignment. Somatic Casting x1. Focus Casting. Verbal Casting. Magic Signs.

Spheres under this tradition include;

Evil: Death, Dark, Destruction, Fate, War, Conjuration

or;

Good: Life, Light, Creation, Divination , Protection, Conjuration

Primal Magic
You cannot take spheres or talents outside of the list below unless you multiclass into a new class that grants a tradition. The exceptions are Spheres granted by class features. Spheres and talents taken under this tradition have the following Drawbacks; You cannot use sphere abilities under this tradition while wearing metal armor. Animal Shaman (Mind). Beast Soul (Alteration). Necromantic Limit (Death), Limited Restoration(Life).

Spheres under this tradition include;
Nature, Weather, Alteration, Death, Life, Conjuration

Psychic Magic
You cannot take spheres or talents outside of the list below unless you multiclass into a new class that grants a tradition. The exceptions are Spheres granted by class features. Spheres and talents taken under this tradition have the following Drawbacks; You cannot activate sphere abilities or talents under this tradition if you are under the influence of a non-harmless effect with the emotion or fear descriptors. Hidden Magic (Divination). Neutrality (Fate). Protected Soul (Protection)

Spheres under this tradition include;
Mind, Telekinesis, Illusion, Fate, Divination, Protection


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Here's a link to some traditions (and a different multiple traditions rule) I've come up with. The intention is to have many small traditions rather than far-reaching traditions like arcane magic or divine magic.

There are only four traditions in the document right now, but I'd like to have dozens of them, and would encourage players to make their own.

Here's the document.


dotted for interest :)


dotting for interest for my next campaign


Distant Scholar wrote:

Here's a link to some traditions (and a different multiple traditions rule) I've come up with. The intention is to have many small traditions rather than far-reaching traditions like arcane magic or divine magic.

There are only four traditions in the document right now, but I'd like to have dozens of them, and would encourage players to make their own.

Here's the document.

I like the concept of specific traditions. It brings them up as actual traditions of magic. I have wondered exactly how to price the drawback of being restricted to certain spheres.


Malwing wrote:
I like the concept of specific traditions. It brings them up as actual traditions of magic. I have wondered exactly how to price the drawback of being restricted to certain spheres.

In my case, since I'd encourage players to make their own traditions, I figure they'd tend to choose the spheres they actually want, so it's not really a limitation.


I added a half a dozen more traditions to the document, although the four alignment-based traditions have some similarity. Possibly too much similarity.


With Skyborne playtests out I decided to take my own crack at representing alchemy using spheres but I also wanted to cover magical devices using sphere because I'm using Thunderscape to add some spice to Skyborne's flavor and make it a bit more steampunky.

My traditions for Artifice is as follows;

Artifice Magic
You cannot take spheres or talents outside of the list below unless you multiclass into a new class that grants a tradition. The exceptions are Spheres granted by class features. Spheres and talents taken under this tradition have the following Drawbacks; You must prepare your magic beforehand either as a device to activate or an elixir to imbibe. Both have their own set of drawbacks and spheres. Unlike other sphere effects, artifice effects stop being magical in nature once they are made and so still operate in an antimagic field even though they cannot be prepared in an antimagic field.

For Elixirs; Elixirs remain potent until you refresh your spell points. Because their effects are prepared beforehand you cannot concentrate on them after they are imbibed and you must choose the caster level of the effect when you prepare the elixir. At least one spell point must be spent preparing an elixir. Elixirs that have not been imbibed can be made potent again when you next prepare your elixirs. You can mix sphere effects into one elixir using a spellbook Others may imbibe your elixirs. Elixirs take one standard action to imbibe. This ‘casting time’ cannot be changed. The imbiber is always the target of the sphere effect. Focus Casting, Prepared Caster.

Spheres that can be used for elixirs;
Alteration, Enhancement, Life

For Devices; Drawbacks: Devices are limited to one sphere per device. Devices have a negligible cost and take at least 8 hours of work to create, assuming the caster has access to a magic lab or alchemist’s lab. Each device must occupy two magic item slots of the creator’s choice and take one full round action that provokes attacks of opportunity to equip. Once created the Artificer can recharge his devices with spell points that remain in the device until the artificer regains spell points. Recharging a device takes 10 minutes. Anyone can use an artificer’s device but it becomes impotent within 24 hours and can only be reactivated or recharged by it’s creator. Devices cannot be mix sphere effects with spellcrafting. Focus Casting, Prepared Caster.
Boons: Easy Focus

Spheres that can be used for devices;
Enhancement. Destruction, Telekinesis, Time, Warp, Illusion

Like my other traditions these give a spell point per level.

I'm handing this tradition to Alchemists, Investigators and Mechamages with it being optional for Alchemists and Investigators.

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