Introducing Spheres of Power


Homebrew and House Rules


I've seen a substantial amount of things on the forums stating that Spheres of Power offers a far better system of Magic than 'Vanilla PF'. Can someone give me some help on:

Introducing it to my players in a simple way. They're PRETTY used to the current system, so apart from using the Archetypes, what are some quick things I can explain to them?

With Staves, Wands, Scrolls and Enchantments. Are Enchantments thrown out the window or are the ones they talk about simply new additions?

I apologise for the small amount of info, but hopefully someone can help! Thanks!

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Depends on what exactly you plan to do. If you're planning to introduce the system in the middle of a campaign, then that's not a good idea.


From my experiences with Spheres of Power, players that comprehend the current system will have absolutely no problem understanding and using Spheres of Power. It is a very intuitive system.

There are rules for generating magic items using SoP magic talents. There are also some guidelines on how to convert magic items from the normal system into its SoP equivalent.

If you are referring to Enchantments on armor and weapons, they are left alone for the most part. If you are referring to enchantment type spells, spells are broken down into 20 spheres, so chances are the spells you are thinking of have an equivalent in there somewhere.


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Basically, tell them...

"Spheres of Power is an alternative magic system for Pathfinder that replaces the normal leveled-spells setup. You pick spells like you pick feats, and they're either free to cast or require you to spend a point from your magic energy resource. The spells are divided into twenty categories that you can mix and match, though you have to know the basic power for a sphere before you can grab anything else, and most options are available from the start since power growth is linear. The system heavily emphasizes allowing you to play the kind of caster character you want to play, and lets you pick your own casting tradition and flavor to support that. There's a couple of new classes if you want to really dive in, but also a bunch of archetypes for Paizo's classes if you'd rather stick closer to something you already know."

You may also want to provide them with This guide to creating Spherecasters.


Thanks for everyone's help! I should be alright explaining this to them... Thanks!


If you want dipping toe options the Basic Magical Training feat lets you get some base sphere effects at caster level 1 and 1 spell point to play around with. Later take Advanced Magical Training to dabble with higher levels of effect. Take Extra Magical Talent to gain more base spheres or effects within a sphere you already have.

This is perhaps my favorite part of Spheres of Power: dabbling is simple and easy, just costs a few feats.


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The important bit is to identify your grognards. Your old guard that has seen many editions rise up and crumble before them. They must be converted or purged.

Raise the newer players in the way of Spheres and ban any mention of Vancian casting. Burn the old books and spread their ashes to the winds.

In all seriousness, the other answers here are quite good. Spheres of Power is fairly intuitive. The best comparison is that spells are like feat chains, in that you pick a base ability and build on it (making what some feel is a more intuitive system). There are ways to build into it slowly if you wanted to introduce it as a supplement into another game instead of starting a new one, namely through the Basic and Advanced Magical Training feats. While the system has a prestige class that is meant to blend Vancian casting and sphere casting, I would recommend that most characters pick one or the other.


I decided to throw the idea at my party. I was surprised when one of my players (who had difficulty adapting to different rules or change in general) not only liked the system, but preferred it! The rest of the party have seemingly followed this as well, and I've managed to transfer everybody over without issue!

Thanks so much for everyone's help!


I'm glad to hear it. ^^ Have fun!


Hey Everyone! My group have played a few games of SoP, and I'm just wondering if there are any overpowered/underpowered abilities that I should address. Some abilities have been rather problematic in wording (Retry...) and required some clarifications.


Which abilities in particular have you found most troublesome?

There are some less-powerful abilities - largely situational stuff you won't use that often, so best to get as a scroll or something - but most of the particularly powerful, game-changing stuff is locked behind the Advanced Talents gate.


I personally just wanted to make sure that Spheres of Power Is balanced. I've heard some REALLY good things, though I'm still cautious. I was mainly worried about the Retry ability in Time, but I think I've gotten to a place where I think I understand it completely. I was also worried about Resusicate in Cure. It's essentially mimicking a 5th level spell like it's nothing, no extra SP or casting time. Is that relatively powerful or am I just overreacting? I do know that it requires you to heal them within a round, but as soon as anyone dies, the cleric will be into that. Thanks for.your time


BLUF: If you're concerned about balance, don't play with Advanced Talents. There is nothing in the base spheres that should be truly problematic.

Long, Drawn Out Explanation:

I think the idea of Spheres of Power being balanced is all based on what your concept of balance is.

If you're concerned about comparing them to core casters, I would consider them weaker. Outside of the highest levels, they can do some of the stuff a caster can do, but a wizard can do more of those things over time.

If you're concerned about gaining access to powers that PCs would not normally have access to, most of those are pretty well locked if they are an actual problem. Over the top stuff is locked behind Advanced Talents. Common problems like flight are locked to their level (I'm pretty sure most of the flight abilities aren't viable until level 5 or close to it).

Then there are the abilities that I would say offend pre-conceived notions of balance and feel very powerful. These are the abilities that at their most powerful could maybe be moved to advanced talents or require serious consideration about how powerful you want spherecasters to be:

-Resuscitate is a good example I wasn't previously aware of. If you don't allow Advanced Talents, this is the only way to bring a dead character back to life (iirc). The reason it isn't an Advanced Talent in my mind is its very limited. Unless you have heavy investment in the Life Sphere, your target had to have barely died (within a few points of their negative Con) and you have to reach them when they have died. It is a last ditch resurrection effort to pull someone from the brink of death. One more note on resuscitate: to truly duplicate that 5th level spell, you need 4 more talents. The difference between 5d8+X and 1d8+X is pretty significant depending on how dead the target is).

-I have a player who feels that Elemental Transformation is overpowered. In the little playtest I've just started, they have used the ability to earth glide to great effect. This is an ability that is normally not available until level 4 spells are available.

-I've heard the argument that Dragon transformation is unbalanced, because the core doesn't give form of the dragon until level 6 spells. However, to duplicate what form of the dragon actually does in Spheres of Power, you would have to be CL 10 or 11... when you would get form of the dragon.

Now, one could argue that Spheres of Power isn't balanced internally. The system says that every sphere or ability within a sphere costs one talent. Talents make sense when within their sphere, but don't necessarily make a lot of sense cross sphere, the argument goes. After all, should the ability to gain a strength bonus, fortification, a burrow speed, and walk through walls in addition to a bunch of other powers (elemental transformation, Alteration) cost the same amount to obtain as a +3 armor bonus that doesn't stack with other armor (armored aegis, Protection)? Or should cure light wounds (Life sphere access) cost the same as being able to grant an extra attack or deny an enemy full attacks (Time sphere access)?

I think Spheres of Power says, "These are all cool abilities and none of them will break the game and we want to keep things simple so they all cost the same to access, they might just cost more in resources (talents or spell points) to use." I think that's a fine answer, in the end.

But generally, the system seems to be pretty well balanced and shouldn't break your game unless you allow Advanced Talents. As the GM, you have the ability to control Advanced Talents and how your game is broken specifically.


I think you are overreacting for resuscitate. The one round time limit makes it much less powerful then raise dead. It is more powerful than vanilla healing magic but not terribly so. It gives the party one more round to save someone than they would otherwise have. Also there is always a chance you roll poorly and fail to heal enough to actually bring them back.

Retry is powerful but remember it can only be used once per turn since it is an immediate action.


Retry also costs 2 spell points, which is pretty expensive - that's the resource that powers all of your stronger spells, and you usually don't want to burn more than a fifth of your SP in any given encounter.

As for Resuscitate, it's probably worth remembering that any given power in Spheres is worth 'more' than a Vancian spell because you get rather fewer of them.

(Also, speaking of advanced talents, I'm generally in favor of allowing Life's advanced talents even if you don't allow any others - that's the only real way to cure some things the party might be inflicted by, and permanent penalties tend to be less than fun. I mean, reduced power while the party tries to evade pursuers they'd normally stomp, sure - but there's a reason just about every ailment is something that can normally be cured somehow.)


I've noticed a few talents seem lean compared to others: Aquatic Mastery, Extreme Adaptation, Giant Traits, Vocal Transformation, Nature sphere (Fire base package). YMMV. I fold these in with others and don't worry about it after that.


Thanks for all your feedback! You've all managed to quell my worried! Yeah, I realise now that it would take a fair bit of investment to get Resusitate functioning like breath of life. I also forgot that you can only have one immediate action per turn! I'll let my party know, thanks for your time and feedback!

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