
CalethosVB |

I really like the Mageknight from Drop Dead Studios' Spheres of Power. The whole kit is pretty cool and I'd really like to build and play one. But there's too many Mystic Combats that are good.
Does anybody have any experience playing with these bad boys and if so, which Mystic Combat abilities did you find you liked a lot and which ones weren't near as useful as you thought?

GM Rednal |
Invisibility is useful, but don't abuse it or you'll annoy your GM. XD Unbreakable is excellent if you want to tank. Raging Combatant is fairly solid, too, if you aren't planning on being particularly cast-y.
Really, though, the best way to make a Spherecaster is to say "It would be cool if I could..." and go from there. XD In general, abilities with frequent obvious use are superior to situational ones (the ability to fall without taking damage is cool, for example, but how often does that even come up?).

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Penetrating blow is a favorite for me, especially when building NPCs. Nice for archers too.
Most of my mageknight time has been logged on a resizer, so he mostly has stuff unique to the archetype and hasn't had a chance to branch out. Mythic also, so he doesn't need penetrating blow all that much and has a serious swift action bottleneck.