
Lady-J |
so i just started looking into spheres of power and i have a question because i was told by some people that you get unlimited casting effectively with spheres of power but i'm seeing that everything you do costs spell points and each class has a finite amount of spell points. did i over look something, or was i misinformed and spheres of power isn't actually unlimited casting of stuff per day?

Bardarok |
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I think all spheres have a 0 SP ability.
For most spheres this is a concentration effect, in SoP concentration means spending an action each turn to maintain the spell. Normally this is a standard action though there are a few ways to reduce it to a move action.
e.g. the Protection sphere equivalent of mage armor has a duration of 1 hour per caster level if you spend 1 sp. However you can cast it for 0 SP with a duration of concentration.
This is generally not super useful normally but if say the warrior is fighting and the wizard has nothing better do to with their action they can use it to magically keep up mage armor on the warrior even if they have no SP left.
Other spheres have a cantrip like ability that scales with level. This is pretty similar to how 5e has scaling cantrips so that a caster always has a useful thing to do when out of consumable resources.
So overall compared to vanilla PF you still have limited resources for your cool big spells but your cantrips are actually useful and scale with level.

GM Rednal |
...What in the world are you doing to be needing to spend six spell points per-cast? Tons of metamagic?
The basic Destructive Blast is a 0 SP ability that you can use all day, with an optional 1 SP cost to boost your damage above the normal level. Fire Blast, to get that elemental damage, has no SP cost. If you want to make it explosive, there is the Explosive Orb talent at 1 SP. Which, after the first few levels, you could do quite a few times per day.
More broadly, the system is broken into basic, free abilities that you just have to know, and stronger abilities that require one or more points from your daily resource pool. Even if you're out of SP, most characters will still have plenty of options for things they can do.

GM Rednal |
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...I think you may be confusing Magic Talents (spells known) and Spell Points (your daily resource pool). In Spheres of Power, you pay one Magic Talent to learn the base powers of a sphere, then one additional Magic Talent for each additional power from that sphere you want to know. It's a lot like picking feats.
To attack from further away, you can take the Extended Range talent once (for Medium) or twice (for Long). Once you know it, you don't have to spend any of your Spell Points on that. And, again, Fire Blast doesn't require you to spend a spell point to use it, but you do need to know it.

GM Rednal |
To reduce casting time, there's really just the Quicken Spell metamagic - which is intentional, since most casting is intended to be a Standard Action. (Action Economy is the most valuable resource in the game, and should not be bypassed lightly.)
There's no real way to reduce normal SP costs - those are, and are meant to be, a limit on your character's power. Even just -1 SP would be a huge benefit. You can, however, purchase wands (which come with their own SP pools) or rods (which tend to offer permanent effects while activated), or use various consumable items like scrolls.

Lady-J |
To reduce casting time, there's really just the Quicken Spell metamagic - which is intentional, since most casting is intended to be a Standard Action. (Action Economy is the most valuable resource in the game, and should not be bypassed lightly.)
There's no real way to reduce normal SP costs - those are, and are meant to be, a limit on your character's power. Even just -1 SP would be a huge benefit. You can, however, purchase wands (which come with their own SP pools) or rods (which tend to offer permanent effects while activated), or use various consumable items like scrolls.
so applying meta magics don't increase casting time like they would for a sorc?

GM Rednal |
They do increase casting time (with, of course, the obvious exception of Quicken Spell). More specifically, each Metamagic applied to a spell increases its casting time by one step (Standard to Full-Round, then 1 Round, then 1 Minute, etc). The table for casting times can be found in the basic rules for Spheres of Power.

GM Rednal |
General bonuses to caster level for a Sphere are handled by Staves (which can provide up to a +5 enhancement bonus to caster level for one or more Spheres). There's also the Empowered Abilities boon (which gives you a bonus if you're running low on SP), and a couple of odd feats (like Energy Specialization, which gives you a +2 insight bonus to caster level for one particular group of destructive blasts). Incanters can specialize in a Sphere for a flat +1 to their Caster level with it and three special abilities.

GM Rednal |
Spheres of Power offers a redesigned system for creating magical items. Many people may prefer to play with the 'base' items of the game, but for those who want to go all the way, most of the crafting feats do something different in Spheres. The rules are in the book, and on the Spheres of Power wiki here.

Lady-J |
so here's a list of spells i would like to emulate if possible shield, fly, invisibility, greater invisibility, black tentacles, glitter dust,infernal healing, repair undead, animate dead, dimension door, see invisibility, true seeing plane shift, greater teleport, create demi plane, permanency
now now all that's on the list needs to be emulated i could live without some of them but i would like all of them if at all possible

GM Rednal |
The closest talents I can find are as follows:
Shield: Protection's Armored Magic (also Mage Armor)
Invisibility: Illusion has a talent for this
Black Tentacles: Dark's Snagging Darkness
Glitterdust: Light has Visual Overload (to daze targets), plus some other handy stuff
Infernal Healing: The Life Sphere has a fantastic Fast Healing talent for use outside of combat.
Repair/Animate Undead: The Death Sphere is half devoted to undead.
Dimension Door: The basic Warp sphere, plus the Emergency Warp talent.
See Invisibility: Divination's Ghost Sense lets you see invisible creatures better, and if you know both Divination and Illusion, you get a divining ability that lets you check for invisibility and such.
Plane Shift: This is an Advanced Talent for Warp, only usable with GM permission.
Greater Teleport: Also an Advanced Talent for Warp.
Create Demiplane: Also an Advanced Talent for Warp.
Permanency: Uh... there are a few Advanced Talents that can make things permanent, but no power that can make any other ability permanent. There ARE rods, however, which can provide a permanent effect while held.
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Now, obviously, you're not getting all of these at Level 1, and some are only with GM permission... but just about all of that list is doable in Spheres. Since you're bouncing all over the place with powers known, you'll probably want to play an Incanter. They get the most Magic Talents, and you probably need at least 16 to replicate everything outside the Advanced Talents, which the Incanter could have by Level 9 (or faster if you invest some of their bonus feats into more talents).

Lady-J |
the character is primarily a blaster who will eventually become a lich which is why i wanted the demiplane although i guess i could just buy a scroll of create demiplane and permanency to get my demiplane cutting the need for those talents, i think i can drop the glitter dust i can probably cut fast healing out and the black tentacles equivalent isn't that great so i can cut that out as well, death sphere has no way of making the undead minions permanent so i can scrap that
so my with my reduced list i will have
-destruction-14 talents?
-warp-3 talents
-illusion-2 talents(unless illutionary odor can mast my smell to fool scent
-divination- 1 talent
-protection- 1 talent

Wraithguard |

...death sphere has no way of making the undead minions permanent...
Advanced Talent: Permanent Undead
It might seem like you can't do nearly as much fun stuff with Spheres of Power, but it has its own merits. Heck, my group would rather use Spheres now than the old system.
Some things I learned from my time in Rise of the Runelords playing a Witch.
1. Don't worry too much about trying to match spells to their equivalent spheres to get the effects.
Just try to find the effects you want in whatever sphere it is and try to put it together efficiently. Some things don't work as easily as they used to, but Spheres is almost meant to limit the overall power of casters.
2. Limit how many talents you get that require SP expenditure.
You only have so much SP to go around and picking a bunch of SP use only talents could be limiting if other equally attractive options require none.
3. Divination is extremely helpful, the base sphere might be all you need.
The more spheres you have, the more you can divine for.
4. One caster cannot be relied upon to solve every problem.
Two full casters can cover a lot of ground, but the single wizard prepared for everything isn't possible with PC wealth expectations.
5. Stone Blast (blast type) is extremely valuable for even the most generalist caster.
Piercing SR, Immunity, and darn near every other type of protection offered is amazing.
Favorites:
Time Sphere, Eject, Group, Ranged
Fate Sphere, Pain - Fate Sphere, Harm
Divination Sphere, Divine Future
I played a support character that invested heavily in Warp (probably too much), but those produce some fun effects any caster could appreciate.

Wraithguard |

You can have no drawbacks, but that also means you will have less SP or no boons. No restrictions can also be useful though. It is just a lot of trade-offs.
The drawbacks section can be used to fluff out different types of casting traditions which provide flavor for how magic is harnessed in world. The conversion archetypes list what drawbacks closely resemble the normal casting used by that class.
Of course, all this can be skipped if you like or if the GM doesn't want to bother with it.

Bardarok |

also can sphere casters and non sphere casters co exist? like say have a group want to play with spheres but half the group prefers traditional casting can the two work together or does it unbalance things?
It is designed to fit into the existing system if desired, it should be fine. The largest potential for unbalancing the game will still be vancian casters just as in vanilla.