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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8367554" data-attributes="member: 6750502"><p style="text-align: center"><strong>Chapter 4: Spheres, Part 4</strong></p><p></p><p><img src="https://i.imgur.com/N6NbNdQ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/telekinesis" target="_blank"><strong>Telekinesis Sphere</strong></a> covers moving objects at a distance via magical force. The three basic sphere abilities include being able to “catch” a ranged weapon attack via an opposed spell attack roll, “levitating” a willing target or unattended object up to 20 feet in any direction per round (not just vertically), or throwing a willing target or object to deal damage with a ranged spell attack. The size of affected objects is based on level, and can be further Augmented to affect targets up to 2 size categories larger. There are three tags named after each effect, as well as a fourth tag, (gravity) which grants unique AoE abilities. (catch) talents include options such as being able to “block” melee attacks and throwing ranged attacks back at the attacker, while (levitate) talents include being able to use telekinesis for fine manipulation of objects like lockpicking from a distance or using lifted items as shields and weapons. (projectile) talents include options such as doing an AoE instead of a single-target attack based on the thrown creature/object’s size, a “homing attack” that can make an additional reaction attack once per turn for every time it misses, and creating pure telekinetic force to throw rather than using a creature or object.</p><p></p><p>The (gravity) talents include creating zones of heavy or light gravity which can alter falling damage and impose disadvantage/advantage on appropriate checks, or altering an area’s friction to either increase or decrease movement that passes through the AoE. There’s a few nifty (other) talents, such as granting immunity to falling damage, gaining flight, and blindsense. There’s not very many Advanced Talents, with half greatly enhancing the duration of Telekinesis abilities and the others controlling targets like a puppet or turning the caster’s projectiles a living railgun with a mile-long range increment that creates stun-inducing AoE shockwaves.</p><p></p><p><strong>Combos:</strong> Gravity Shift’s Light Gravity effect is great for two-handed fighters as it grants advantage with such weapons. Speed Zone and Pushed Movement’s Help/Hinder ability laid on top of other movement-enhancing effects can allow characters to nimbly move across the battlefield. The Finesse talent combined with the Universal sphere’s Reaching talent and the right use of sensory enhancements such as the Light sphere’s Periscope allows the caster to act as a telekinetic poltergeist, manipulating objects in other rooms and far-away locations. Dampening Field’s Inertial Armor combined with the Linear Acceleration Advanced Talent can transport a character up to a mile in a single round. Casting the Illusion sphere’s Obscure glamer on a large object makes for a nice moveable “invisible wall” when used with Telekinesis. An appropriate sense type or Selective Illusions can allow one’s allies to perceive it.</p><p></p><p><strong>Existing Comparisons:</strong> Mage Hand, Catapult, Fly, Tenser’s Floating Disk, Levitate, Telekinesis, and Bigby’s Hand are the most well-known telekinetic spells. The major advantage that the sphere has over Mage Hand is that the controlling force is not visible unless the Manifestation variant is applied; in order to make such an effect “invisible” in the core rules the Arcane Trickster rogue archetype or the Telekinetic feat must be taken. And unlike the core spells the Telekinesis sphere doesn’t specify weight limits on affected material: the size category is the only thing that matters, which in some cases can be advantageous in regards to moving particularly dense objects and creatures. Additionally, only Bigby’s Hand specifies the use of damage as part of the spell itself; the implication is that the rules for falling damage would be in use. Spheres of Power’s explicit tables for projectile damage and falling objects (covered back in the Creation sphere) means that there’s a lot less GM fiat and more baked-in effects. Pushed Movement’s Fly option is virtually the same as the Fly spell save it’s single-target by default and has a lower default speed of 20 feet, but can eclipse the official spell by going up to 80 feet at 17th level.</p><p></p><p><strong>Close But Not Quite Spells:</strong> A few such spells that would otherwise fall into this category flavor-wise exist in other sphere talents: moving enemies and dealing damage at the same time such as Dust Devil can be covered by Destruction, while moving “elemental” features such as Control Water and Move Earth can be covered by appropriate Nature packages. Similar options which can be flavored as “telekinetic” in controlling movement also apply: Hold Person/Monster can be covered by Mind sphere’s Paralysis talent, while the Slow spell has a similar talent in the Time sphere.</p><p></p><p><strong>Catapult Note:</strong> I did notice that the Catapult core spell’s mechanics are already covered by a talent of the same name in the Creation sphere; in hindsight I would go back and edit my earlier post to include it, but as most readers already made it this far I’ll include it here. The major difference is that Catapult creates an object anew rather than being cast on an existing one; it’s damage dice also has a higher maximum cap (10d8 via 9th level slot vs Sphere’s 6d8 for a 3 SP Augmentation with a Gargantuan object). Catapult is also explicit about object weight (45 pounds max) but as the Creation sphere also goes mostly by size that means the Spheres version can affect and create much heavier objects.</p><p></p><p><img src="https://i.imgur.com/47GPUF2.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/time" target="_blank"><strong>Time Sphere</strong></a> is self-evident over what kind of magic it manipulates. It’s only major tag, (chronos), manipulates time around a subject, usually as a buff or debuff but in some cases can do other things. The (chronos) talents include such options as copying the Haste/Slow spell effects albeit at a hefty 2 Spell Point cost, pulling things from parallel realities to impose negative conditions on a target, delaying damage dealt to a subject, retroactively editing the past to purchase/research/influence things akin to a limited enchantment/creation/divination spell, playing around with the action economy by “storing” actions to be used in a later round or taking an extra action by losing it the next round, and aging/de-aging a target which can impose penalties on rolls, increase the size of plants, and decay/restore objects. Other talents include suppressing/speeding up magical and natural healing or turning a (chronos) talent into an AoE sphere or wall. The Advanced Talents allow one to see into the past, allow a character to retrain their last class level, and make a “time clone” of the target.</p><p></p><p><strong>Combos:</strong> The Time sphere is incredibly open-ended and has options useful for virtually any build. Adjusted Frequency, Rapid Response, Retry, and Shift Time all aid or hinder characters taking actions, while Repetition and Second Chance can aid all manner of die rolls. Throttle Duration is great for extending time-based buff spells and ending negative effects early (and the reverse for enemy targets), while the Hasten Rest Advanced Talent allows a target to gain the benefit of a short rest much faster than usual.</p><p></p><p><strong>Existing Comparisons:</strong> I’ll admit, I had quite a bit of trouble looking for equivalent spell options in the official rules beyond a few. There are a lot of talents here which allow for rerolls of d20 results, which tend to be very rare as spells in 5th Edition. Talents such as Age, Casualty, and Retroactive Preparation all have a broad variety of pre-selected possibilities which emulate some common debuff/enchantment/creation spells albeit in different ways than the typical core magic. The Adjusted Frequency’s Haste and Slow effects are identical to the spells of the same name, as is Time Stop.</p><p></p><p><img src="https://i.imgur.com/DjPEK1T.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/universal" target="_blank"><strong>Universal Sphere</strong></a> is much like Fate in being a random grab-bag of disparate effects. There are no default sphere abilities: upon taking this sphere the caster selects one of five packages, and with the exception of Dispel and Manabond they are meant to enhance the abilities of other spheres rather than doing anything on their own.</p><p></p><p>The Dispel package grants the caster the ability to dispel a single active magical effect, and can be Augmented to be cast faster, dispel multiple effects at once, or grant auto-success on dispelling weaker spells. Its talents add Augmented options such as imposing disadvantage on the original caster’s spell attack rolls and granting advantage on those who must save vs the caster’s magic, dealing damage on a target or object affected by the dispelled magic, and reassigning the spell’s targets rather than outright dispelling it.</p><p></p><p>The Dual Sphere talents have pseudo-prerequisites in that each one is meant to enhance the general abilities of two Spheres in ways that their magic complements each other. In some cases they call out an explicit package or talent, such as an appropriate geomancy package for Nature. Talents include applying Alteration shapeshifting effects on an Animated Object (Alteration/Enchantment), being able to create a limited number of undead for free when the weather is stormy (Death/Weather), and allowing the caster and an ally benefitting from an aegis to swap places via teleportation (Protection/Warp).</p><p></p><p>I decided to count up the number of dual sphere talents and which spheres they affected. There’s even one talent which has 3 spheres as a prerequisite, drawing upon Death, Weather, and the Mass metasphere talent of the Universal sphere. There is quite a bit of favoritism in the results. A few make sense: Destruction and Enhancement are quite broad in themes while the latter seems tailor-made for Dual Sphere stuff, but Death and Light have a platter of options while spheres such as Conjuration and Fate suffer a lack of choices.</p><p></p><p>Alteration 3</p><p>Conjuration 1</p><p>Creation 2</p><p>Dark 4</p><p>Death: 9</p><p>Destruction 4</p><p>Divination 3</p><p>Enhancement 6</p><p>Fate 1</p><p>Illusion 2</p><p>Life 2</p><p>Light 7</p><p>Mind 2</p><p>Nature 4</p><p>Protection 5</p><p>Telekinesis 3</p><p>Time 2</p><p>Universal 1</p><p>Warp 4</p><p>Weather 2</p><p></p><p>The Mana package grants the ability to Manabond, a ranged effect that establishes a magical connection between the caster and target. The various talents grant both beneficial and adverse effects, from the target gaining or losing resistance of 1-4 damage types, willingly transferring spell slots or spell points between caster and target, causing the target to be automatically seen and heard for 1 round by those within range regardless of sense type, and causing the target to make a Charisma save whenever they cast a spell or sphere ability or take damage.</p><p></p><p>The Metasphere package is the metamagic answer for Spheres of Power. The package grants knowledge of 3 utility-based cantrips (druidcraft, prestidigitation, & thaumaturgy), and the talents grant various Augmented options which can apply to virtually any sphere effect. Choices include extending the maximum duration of a sphere ability, binding a sphere effect into a glyph which can be triggered, a multi-target option for single-target effects, and doubling the maximum size of AoE effects.</p><p></p><p>I must call out one talent in particular: Reaching is a great option in that it increases the range of all magic sphere abilities for free, and can be taken up to 3 times for further increments. It has an Augmented option to double the range, but perhaps one of its most useful features is changing self-range spells to touch range (and higher increments if taken multiple times). This means that sphere effects which otherwise benefit just the caster or radiate out from them can be placed onto other creatures and areas. Finally, it showcases a major strength of spherecasters over their core counterparts: most 5th Edition spells are rather short-range, usually 30 to 120 feet for ranged ones, and there’s not many options to increase them beyond a few class features such as a Sorcerer’s Metamagic or a Warlock’s Eldritch Sphere invocation. With Reaching taken 3 times, a mere 30 foot range spell can extend out to 300 feet, and if combined with the Extreme Reach Advanced Talent and an Augment the maximum possible range within the Spheres system is a whopping 4,000 feet!</p><p></p><p>Wild Magic is our final package, making use of the optional Wild Magic rules in the back of the book. The default ability allows for the creation of a Chaos Aura which increases the wild magic chance of all creatures by 50% within the AoE, while talents grant additional ways to raise and lower wild magic results whether or not a Chaos Aura is in use. The talents include being able to exclude a limited number of creatures from the Chaos Aura’s effect, increasing the wild magic chance of a creature damaged by the caster’s weapon attack by 100%, gaining temporary access to a talent from a possessed sphere for a limited time albeit at the cost of a +100% wild magic chance per casting, and spending a Spell Point as a reaction to alter the result of a wild magic die roll.</p><p></p><p><a href="http://spheres5e.wikidot.com/wild-magic" target="_blank"><strong>Wild Magic Overview:</strong></a> We can’t really talk about this package without looking at the underlying system. Basically it’s a trio of 1d100 tables representing the chaotic and unpredictable results of certain spell energy going out of control. An initial percentage chance is rolled whenever a caster is at risk of wild magic, and if the target percentage number is rolled at or below then a Wild Magic Event table is rolled upon. The Cantrips table is something any wild magic user (drawback, package, or GM-definied circumstance) can do as an Augmented option to impose on a nearby target. The Universal table is broader and covers more typical uses like rolling under the percentage chance for the drawback/Universal package, while Major Events only occur if the percentage chance increases to 200% or above.</p><p></p><p>Each table has an individual result, meaning we have 300 different possibilities for Wild Magic. They range the gamut of harmless cosmetics, helpful benefits, and deleterious events. Their general scope and power varies on the table, with Major Events allowing for some truly astounding possibilities such as all casters in a 10 mile radius learning the Calling advanced talent as planar boundaries weaken. The Cantrips and Universal results are almost never permanent and tend to either replicate existing spells or sphere abilities or grant some minor or moderately useful/inconvenient effect. </p><p></p><p>As even a single table has a myriad number of results, wild magic users can’t really game the system to a satisfactory degree in ensuring beneficial results for their allies and negative results for enemies.</p><p></p><p>The remaining talents are few. (other) talents include being able to dispel or create a manabond as a reaction, the ability to spend Spell Points to regain martial focus, or gaining access to a new Universal package. The Advanced Talents include being able to make a spell Contingent and triggered by a specific circumstance determined by the caster, decreasing the Spell Point cost of Augmented metasphere talents, and Extreme Reach which increases the range of all magic sphere abilities even further with a brief new table of ranges.</p><p></p><p><strong>Combos:</strong> As the overwhelming majority of Universal talents are meant to enhance existing spells, they’re meant to be used as combos by default with rather self-evident effects. However, the Expunge and Flow manabond talents and the Chaotic Counter wild magic talent explicitly reference spell slots, allowing for some synergy with Vancian casters. </p><p></p><p><strong>Existing Comparisons:</strong> Dispel Magic for the Dispel package, the Sorcerer’s Metamagic class feature for the Metasphere abilities, and the Wild Magic Origin for the Wild Magic package are the closest equivalents. For Dispelling, the unaugmented Spheres version is less powerful, with a shorter range, longer casting time, and no auto-success results. In terms of the maximum possible level of magic, the Spheres version can only do up to level 6 Vancian spells or 6 Spell Point Augmented magic vs the original being able to do 9th level spell slots.</p><p></p><p>As for Metamagic vs Metasphere effects, Distant Spell, Extended Spell, and Quickened Spell all have counterparts in the Extended, Quicken, and Reaching talents. Overall the talents are less costly and Extended and Reaching can be Augmented to reach beyond the Sorcerer’s equivalent improvements. The Wild Magic Sorcerous Origin merely has one table and whose triggering circumstances are less controllable due to GM Fiat. The Spheres version of Wild Magic, on the other hand, has drawbacks and talents which are more in the hands of players to control.</p><p></p><p><img src="https://i.imgur.com/kv7TUNq.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/warp" target="_blank"><strong>Warp Sphere</strong></a> is all about moving beyond the boundaries of the third dimension...or in this case, the Material Plane. The default sphere ability grants at-will short-range teleportation whose range increases by level and can be Augmented even further. The major talents are divided into (space), which doesn’t involve teleporting in and of itself but touches upon similarly-themed abilities, and (teleport) which modifies the default effect. The (space) talents include being able to create gaps in solid objects and walls to pass through, distorting space to alter a target’s effective size category, the creation of small extradimensional storage spaces, self-closed loops which prevent creatures from leaving a small area of effect, and being able to block extraplanar travel and banish extraplanar creatures back to their home plane. The (teleport) talents include being able to make a creature’s attack target somewhere else by teleporting the strike, teleporting as a reaction which grants advantage/disadvantage on rolls for the caster to avoid harm, can teleport unwilling creatures and objects, and the creation of recall points and teleport beacons that can allow targets to teleport to the appropriate space and regardless of distance respectively. There’s a lot of Advanced Talents, such as long-range teleportation like the standard spell, travelling to other planes of existence, creating teleportation portals that others can use, and the ability to create a personal demiplane with alterable terrain.</p><p></p><p><strong>Combos:</strong> The default ability alone expands one’s personal mobility. Combined with the Universal sphere’s Reaching talent, one can “save” allies from sticky situations by teleporting them to safety. Unwilling Teleport is great for battlefield control in moving enemies into optimal spaces, and Teleport Object has all sorts of creative uses. Teleport Beacon is a good tool for scouting, while Create Gap has similar applications to the Dark sphere’s Obscure Passage. Distort Size can be useful in being combined with reach-increasing effects such as the Light sphere’s Encompassing Light. Splinter plus Unwilling Teleport can be used to deal quite a bit of damage from falling and other hazards. The target’s advantage on the saving throw for the latter effect can be negated via the Degrade version of the Enhancement sphere’s Mental Enhancement talent.</p><p></p><p><strong>Existing Comparisons:</strong> Arcane Gate, Dimension Door, Gate, Misty Step, Planeshift, Teleport, Thunder Step, Transport via Plants, and Word of Recall are the big teleportation-style spells. Banishment, Blink, Demiplane, Mordenkainen’s Magnificent Mansion, and Rope Trick cover the not-quite-teleporty but still space-themed spells.</p><p></p><p>But before covering the spells, one thing Spheres of Power can do that the default rules can’t is true utility at-will teleportation. The Way of Shadow Monk and Shadow Sorcerer both get such options, albeit at 6th and 14th level and only in dim light and darkness. The Warp sphere has slightly lower ranges at equivalent levels but can be used outside of dark spaces. The Horizon Walker Ranger also has an at-will teleport but it’s super-short range and only really useful in combat. One other major advantage the spheres teleporter has are Advanced Talents which can teleport an effectively unlimited number of targets (as many creatures within the spell range) and up to Gargantuan size objects. The former is the aptly-named Teleport Army, and as the default effect can be enhanced via Reaching and Extreme Reach...that’s far and above the 8 willing creatures limit of most official teleportation spells!</p><p></p><p>Now onto the spells proper, Dimension Door has a higher maximum range by default as well as one willing creature. Warp cannot do multiple targets at once unless used in conjunction with the Mass sphere. Misty Step is a bonus action which can go up to 30 feet, so it has an advantage over default Warp albeit the Quick Teleport talent can reduce the casting to 1 bonus action as well and the default effect can be Augmented to gain an equivalent range. Misty Step has an effect of self only, a point in Warp’s favor. As for Thunder Step, there are no Warp sphere talents that allow the target to teleport and damage nearby creatures upon leaving. The Splinter talent is directly damaging, but only effects targets (usually unwilling) teleported in such a way. Recall and Teleport Beacon are similar to the Word of Recall Spell, albeit Word of Recall has no effective time limit for how long the “recall point” can last. Arcane Gate has some similarities with the Portal talent, although the talent has a lower level-based prerequisite and a higher maximum duration but the core spell has a longer base range. The True Teleport talent is almost identical to the Teleport spell, albeit it has a lower level-based prerequisite and doesn’t allow for 8 willing creatures by default. The Planeshift talent is much like the spell of the same name, but has no expensive material component by default, a lower level-based prerequisite, and cannot target 8 willing creatures or banish an unwilling creature by default.</p><p></p><p>Plane Manipulator’s Banishing Touch is much like Banishment but has a range of touch and is instantaneous rather than Concentration duration. Extradimensional Room is similar to Rope Trick in creating a pocket dimension, although the talent can hold less creatures by default although the duration is effectively instantaneous as long as it’s in use. As for the Create Demiplane talent, it’s similar to the Demiplane spell albeit it has a much more detailed entry on how the caster can change the internal terrain and effects.</p><p></p><p><img src="https://i.imgur.com/PaDY1qR.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>The <a href="http://spheres5e.wikidot.com/weather" target="_blank"><strong>Weather Sphere</strong></a> is different from Nature in that it has more specific effects and mechanics. Its two default abilities and talent tags are Mantle and Shroud, respective buffs and debuffs whose effects are determined by the weather. We have a list of rules for this, with six types of weather (aridity, cold, heat, precipitation, storm, and wind) along with degrees of Severity from 0 to 4. Each Severity beyond 0 has its own effects and a few have means of downgrading the effects like appropriate clothes and drinking enough water. All but one (mantle) talent has six different benefits which trigger if a certain weather type is Severity 1 or greater, and include things like dealing retaliatory energy damage to attackers, bonus movement speeds and mobility effects, and utility effects like becoming immune to opportunity attacks and preventing mantled creatures from becoming undead. The (shroud) talents correspond to a specific weather type, which give the option of 2-3 localized debuffs where the weather alters around the target and includes things such as thunderclouds dealing intermittent lightning damage, battering winds imposing disadvantage on ranged attacks and Dexterity saves, and reducing movement speed by half. The four Advanced Talents are highly-themed, relating to a base Control Weather talent and 3 additional talents which allow it to be cast more quickly, at greater duration or range, and grants the ability to choose the location of random Storm effects such as lightning strikes. The default Control Weather creates a 30 foot radius of localized weather which can increase or decrease the Severity of a specific weather type.</p><p></p><p><strong>Combos:</strong> Aridity Severity’s disadvantage on saving throws vs exhaustion meshes well with the Death sphere’s default Ghost Strike and the Destruction sphere’s Draining and Scorching blast types. Precipitation’s visibility limiting can go well with Divination (sense) talents that allow the caster to non-visually pinpoint targets as well the Solid Fog ability of the Nature sphere’s Fog Mastery talent. The Dynamic talent’s Flame Zephyr and Ice Skates can stack with existing movement-enhancing abilities such as the Enhancement sphere’s Speed Control or Telekinesis’ Pushed Movement and Speed Zone.* The Hostile talent’s Fever and Razor Wind applications go well with effects that rely on natural weapons and unarmed strikes. Utility’s Breezespeech ability is great for scouting due to effectively limitless long-distance communication.</p><p></p><p>*provided at least one is Augmented to remove concentration.</p><p></p><p><strong>Existing Comparisons:</strong> The Control Weather talent and spell are the most obvious comparisons, although I’m having trouble finding equivalents for the various Mantles and Shrouds. For Control Weather, the spheres talent has a much shorter range both regular and Augmented (30 feet or 1 mile vs’ the core spell’s 5 miles) as well as a shorter duration (1 hour vs 8 hours). The spheres version has the advantage of being much more explicit on rules and effects, with the 5e spell much more at the whims of GM Fiat.</p><p></p><p><strong>Thoughts So Far:</strong> The last five spheres have various improvements in comparison to official rules counterparts, with the Advanced Talents in particular notable for their loosening of restrictions. Telekinesis no longer explicitly mentions weight and instead goes solely by size; Warp gives at-will teleportation and a potentially wider degree of targets; Wild Magic gives players a greater degree of control over in triggering if not necessarily selection of effects; and explicit results for the negative effects of Weather conditions. All of these reduce the amount of GM Fiat and also have the appropriate rules conveniently placed within their respective sphere entries.</p><p></p><p>I’m quite fond of the first four spheres. Telekinesis’ ability to throw allies as damaging projectiles (and a talent which can negate damage suffered by being flung) is likely going to be chosen for humorous yet effective applications. Time has a bountiful offering of broadly-useful talents, and you can’t go wrong picking the sphere for most builds. I love how Universal’s metasphere package grants the 3 popular utility cantrips all at once; it’s very appropriate for a lot of settings where harmless yet whimsical kinds of minor magic shouldn’t be a major restrictive selection due to limited cantrip slots. Warp is cool both in form and feature, although I feel that there are some potentially broken combos. For instance, True Teleport + Unseeing Teleport + Unwilling Teleport being used to teleport an enemy to the bottom of the ocean or out of the country. I feel rather iffy on Weather; its most signature feature is relegated to an Advanced Talent, while the Mantles and Shrouds can be highly situational and limiting depending on the climate of the adventure and setting.</p><p></p><p><strong>Join us next time as we stat up Noctis from Final Fantasy XV and finish up the book with Additional Rules and a Game Master’s Guide!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8367554, member: 6750502"] [center][b]Chapter 4: Spheres, Part 4[/b][/center] [img]https://i.imgur.com/N6NbNdQ.png[/img] The [url=http://spheres5e.wikidot.com/telekinesis][b]Telekinesis Sphere[/b][/url] covers moving objects at a distance via magical force. The three basic sphere abilities include being able to “catch” a ranged weapon attack via an opposed spell attack roll, “levitating” a willing target or unattended object up to 20 feet in any direction per round (not just vertically), or throwing a willing target or object to deal damage with a ranged spell attack. The size of affected objects is based on level, and can be further Augmented to affect targets up to 2 size categories larger. There are three tags named after each effect, as well as a fourth tag, (gravity) which grants unique AoE abilities. (catch) talents include options such as being able to “block” melee attacks and throwing ranged attacks back at the attacker, while (levitate) talents include being able to use telekinesis for fine manipulation of objects like lockpicking from a distance or using lifted items as shields and weapons. (projectile) talents include options such as doing an AoE instead of a single-target attack based on the thrown creature/object’s size, a “homing attack” that can make an additional reaction attack once per turn for every time it misses, and creating pure telekinetic force to throw rather than using a creature or object. The (gravity) talents include creating zones of heavy or light gravity which can alter falling damage and impose disadvantage/advantage on appropriate checks, or altering an area’s friction to either increase or decrease movement that passes through the AoE. There’s a few nifty (other) talents, such as granting immunity to falling damage, gaining flight, and blindsense. There’s not very many Advanced Talents, with half greatly enhancing the duration of Telekinesis abilities and the others controlling targets like a puppet or turning the caster’s projectiles a living railgun with a mile-long range increment that creates stun-inducing AoE shockwaves. [b]Combos:[/b] Gravity Shift’s Light Gravity effect is great for two-handed fighters as it grants advantage with such weapons. Speed Zone and Pushed Movement’s Help/Hinder ability laid on top of other movement-enhancing effects can allow characters to nimbly move across the battlefield. The Finesse talent combined with the Universal sphere’s Reaching talent and the right use of sensory enhancements such as the Light sphere’s Periscope allows the caster to act as a telekinetic poltergeist, manipulating objects in other rooms and far-away locations. Dampening Field’s Inertial Armor combined with the Linear Acceleration Advanced Talent can transport a character up to a mile in a single round. Casting the Illusion sphere’s Obscure glamer on a large object makes for a nice moveable “invisible wall” when used with Telekinesis. An appropriate sense type or Selective Illusions can allow one’s allies to perceive it. [b]Existing Comparisons:[/b] Mage Hand, Catapult, Fly, Tenser’s Floating Disk, Levitate, Telekinesis, and Bigby’s Hand are the most well-known telekinetic spells. The major advantage that the sphere has over Mage Hand is that the controlling force is not visible unless the Manifestation variant is applied; in order to make such an effect “invisible” in the core rules the Arcane Trickster rogue archetype or the Telekinetic feat must be taken. And unlike the core spells the Telekinesis sphere doesn’t specify weight limits on affected material: the size category is the only thing that matters, which in some cases can be advantageous in regards to moving particularly dense objects and creatures. Additionally, only Bigby’s Hand specifies the use of damage as part of the spell itself; the implication is that the rules for falling damage would be in use. Spheres of Power’s explicit tables for projectile damage and falling objects (covered back in the Creation sphere) means that there’s a lot less GM fiat and more baked-in effects. Pushed Movement’s Fly option is virtually the same as the Fly spell save it’s single-target by default and has a lower default speed of 20 feet, but can eclipse the official spell by going up to 80 feet at 17th level. [b]Close But Not Quite Spells:[/b] A few such spells that would otherwise fall into this category flavor-wise exist in other sphere talents: moving enemies and dealing damage at the same time such as Dust Devil can be covered by Destruction, while moving “elemental” features such as Control Water and Move Earth can be covered by appropriate Nature packages. Similar options which can be flavored as “telekinetic” in controlling movement also apply: Hold Person/Monster can be covered by Mind sphere’s Paralysis talent, while the Slow spell has a similar talent in the Time sphere. [b]Catapult Note:[/b] I did notice that the Catapult core spell’s mechanics are already covered by a talent of the same name in the Creation sphere; in hindsight I would go back and edit my earlier post to include it, but as most readers already made it this far I’ll include it here. The major difference is that Catapult creates an object anew rather than being cast on an existing one; it’s damage dice also has a higher maximum cap (10d8 via 9th level slot vs Sphere’s 6d8 for a 3 SP Augmentation with a Gargantuan object). Catapult is also explicit about object weight (45 pounds max) but as the Creation sphere also goes mostly by size that means the Spheres version can affect and create much heavier objects. [img]https://i.imgur.com/47GPUF2.png[/img] The [url=http://spheres5e.wikidot.com/time][b]Time Sphere[/b][/url] is self-evident over what kind of magic it manipulates. It’s only major tag, (chronos), manipulates time around a subject, usually as a buff or debuff but in some cases can do other things. The (chronos) talents include such options as copying the Haste/Slow spell effects albeit at a hefty 2 Spell Point cost, pulling things from parallel realities to impose negative conditions on a target, delaying damage dealt to a subject, retroactively editing the past to purchase/research/influence things akin to a limited enchantment/creation/divination spell, playing around with the action economy by “storing” actions to be used in a later round or taking an extra action by losing it the next round, and aging/de-aging a target which can impose penalties on rolls, increase the size of plants, and decay/restore objects. Other talents include suppressing/speeding up magical and natural healing or turning a (chronos) talent into an AoE sphere or wall. The Advanced Talents allow one to see into the past, allow a character to retrain their last class level, and make a “time clone” of the target. [b]Combos:[/b] The Time sphere is incredibly open-ended and has options useful for virtually any build. Adjusted Frequency, Rapid Response, Retry, and Shift Time all aid or hinder characters taking actions, while Repetition and Second Chance can aid all manner of die rolls. Throttle Duration is great for extending time-based buff spells and ending negative effects early (and the reverse for enemy targets), while the Hasten Rest Advanced Talent allows a target to gain the benefit of a short rest much faster than usual. [b]Existing Comparisons:[/b] I’ll admit, I had quite a bit of trouble looking for equivalent spell options in the official rules beyond a few. There are a lot of talents here which allow for rerolls of d20 results, which tend to be very rare as spells in 5th Edition. Talents such as Age, Casualty, and Retroactive Preparation all have a broad variety of pre-selected possibilities which emulate some common debuff/enchantment/creation spells albeit in different ways than the typical core magic. The Adjusted Frequency’s Haste and Slow effects are identical to the spells of the same name, as is Time Stop. [img]https://i.imgur.com/DjPEK1T.png[/img] The [url=http://spheres5e.wikidot.com/universal][b]Universal Sphere[/b][/url] is much like Fate in being a random grab-bag of disparate effects. There are no default sphere abilities: upon taking this sphere the caster selects one of five packages, and with the exception of Dispel and Manabond they are meant to enhance the abilities of other spheres rather than doing anything on their own. The Dispel package grants the caster the ability to dispel a single active magical effect, and can be Augmented to be cast faster, dispel multiple effects at once, or grant auto-success on dispelling weaker spells. Its talents add Augmented options such as imposing disadvantage on the original caster’s spell attack rolls and granting advantage on those who must save vs the caster’s magic, dealing damage on a target or object affected by the dispelled magic, and reassigning the spell’s targets rather than outright dispelling it. The Dual Sphere talents have pseudo-prerequisites in that each one is meant to enhance the general abilities of two Spheres in ways that their magic complements each other. In some cases they call out an explicit package or talent, such as an appropriate geomancy package for Nature. Talents include applying Alteration shapeshifting effects on an Animated Object (Alteration/Enchantment), being able to create a limited number of undead for free when the weather is stormy (Death/Weather), and allowing the caster and an ally benefitting from an aegis to swap places via teleportation (Protection/Warp). I decided to count up the number of dual sphere talents and which spheres they affected. There’s even one talent which has 3 spheres as a prerequisite, drawing upon Death, Weather, and the Mass metasphere talent of the Universal sphere. There is quite a bit of favoritism in the results. A few make sense: Destruction and Enhancement are quite broad in themes while the latter seems tailor-made for Dual Sphere stuff, but Death and Light have a platter of options while spheres such as Conjuration and Fate suffer a lack of choices. Alteration 3 Conjuration 1 Creation 2 Dark 4 Death: 9 Destruction 4 Divination 3 Enhancement 6 Fate 1 Illusion 2 Life 2 Light 7 Mind 2 Nature 4 Protection 5 Telekinesis 3 Time 2 Universal 1 Warp 4 Weather 2 The Mana package grants the ability to Manabond, a ranged effect that establishes a magical connection between the caster and target. The various talents grant both beneficial and adverse effects, from the target gaining or losing resistance of 1-4 damage types, willingly transferring spell slots or spell points between caster and target, causing the target to be automatically seen and heard for 1 round by those within range regardless of sense type, and causing the target to make a Charisma save whenever they cast a spell or sphere ability or take damage. The Metasphere package is the metamagic answer for Spheres of Power. The package grants knowledge of 3 utility-based cantrips (druidcraft, prestidigitation, & thaumaturgy), and the talents grant various Augmented options which can apply to virtually any sphere effect. Choices include extending the maximum duration of a sphere ability, binding a sphere effect into a glyph which can be triggered, a multi-target option for single-target effects, and doubling the maximum size of AoE effects. I must call out one talent in particular: Reaching is a great option in that it increases the range of all magic sphere abilities for free, and can be taken up to 3 times for further increments. It has an Augmented option to double the range, but perhaps one of its most useful features is changing self-range spells to touch range (and higher increments if taken multiple times). This means that sphere effects which otherwise benefit just the caster or radiate out from them can be placed onto other creatures and areas. Finally, it showcases a major strength of spherecasters over their core counterparts: most 5th Edition spells are rather short-range, usually 30 to 120 feet for ranged ones, and there’s not many options to increase them beyond a few class features such as a Sorcerer’s Metamagic or a Warlock’s Eldritch Sphere invocation. With Reaching taken 3 times, a mere 30 foot range spell can extend out to 300 feet, and if combined with the Extreme Reach Advanced Talent and an Augment the maximum possible range within the Spheres system is a whopping 4,000 feet! Wild Magic is our final package, making use of the optional Wild Magic rules in the back of the book. The default ability allows for the creation of a Chaos Aura which increases the wild magic chance of all creatures by 50% within the AoE, while talents grant additional ways to raise and lower wild magic results whether or not a Chaos Aura is in use. The talents include being able to exclude a limited number of creatures from the Chaos Aura’s effect, increasing the wild magic chance of a creature damaged by the caster’s weapon attack by 100%, gaining temporary access to a talent from a possessed sphere for a limited time albeit at the cost of a +100% wild magic chance per casting, and spending a Spell Point as a reaction to alter the result of a wild magic die roll. [url=http://spheres5e.wikidot.com/wild-magic][b]Wild Magic Overview:[/b][/url] We can’t really talk about this package without looking at the underlying system. Basically it’s a trio of 1d100 tables representing the chaotic and unpredictable results of certain spell energy going out of control. An initial percentage chance is rolled whenever a caster is at risk of wild magic, and if the target percentage number is rolled at or below then a Wild Magic Event table is rolled upon. The Cantrips table is something any wild magic user (drawback, package, or GM-definied circumstance) can do as an Augmented option to impose on a nearby target. The Universal table is broader and covers more typical uses like rolling under the percentage chance for the drawback/Universal package, while Major Events only occur if the percentage chance increases to 200% or above. Each table has an individual result, meaning we have 300 different possibilities for Wild Magic. They range the gamut of harmless cosmetics, helpful benefits, and deleterious events. Their general scope and power varies on the table, with Major Events allowing for some truly astounding possibilities such as all casters in a 10 mile radius learning the Calling advanced talent as planar boundaries weaken. The Cantrips and Universal results are almost never permanent and tend to either replicate existing spells or sphere abilities or grant some minor or moderately useful/inconvenient effect. As even a single table has a myriad number of results, wild magic users can’t really game the system to a satisfactory degree in ensuring beneficial results for their allies and negative results for enemies. The remaining talents are few. (other) talents include being able to dispel or create a manabond as a reaction, the ability to spend Spell Points to regain martial focus, or gaining access to a new Universal package. The Advanced Talents include being able to make a spell Contingent and triggered by a specific circumstance determined by the caster, decreasing the Spell Point cost of Augmented metasphere talents, and Extreme Reach which increases the range of all magic sphere abilities even further with a brief new table of ranges. [b]Combos:[/b] As the overwhelming majority of Universal talents are meant to enhance existing spells, they’re meant to be used as combos by default with rather self-evident effects. However, the Expunge and Flow manabond talents and the Chaotic Counter wild magic talent explicitly reference spell slots, allowing for some synergy with Vancian casters. [b]Existing Comparisons:[/b] Dispel Magic for the Dispel package, the Sorcerer’s Metamagic class feature for the Metasphere abilities, and the Wild Magic Origin for the Wild Magic package are the closest equivalents. For Dispelling, the unaugmented Spheres version is less powerful, with a shorter range, longer casting time, and no auto-success results. In terms of the maximum possible level of magic, the Spheres version can only do up to level 6 Vancian spells or 6 Spell Point Augmented magic vs the original being able to do 9th level spell slots. As for Metamagic vs Metasphere effects, Distant Spell, Extended Spell, and Quickened Spell all have counterparts in the Extended, Quicken, and Reaching talents. Overall the talents are less costly and Extended and Reaching can be Augmented to reach beyond the Sorcerer’s equivalent improvements. The Wild Magic Sorcerous Origin merely has one table and whose triggering circumstances are less controllable due to GM Fiat. The Spheres version of Wild Magic, on the other hand, has drawbacks and talents which are more in the hands of players to control. [img]https://i.imgur.com/kv7TUNq.png[/img] The [url=http://spheres5e.wikidot.com/warp][b]Warp Sphere[/b][/url] is all about moving beyond the boundaries of the third dimension...or in this case, the Material Plane. The default sphere ability grants at-will short-range teleportation whose range increases by level and can be Augmented even further. The major talents are divided into (space), which doesn’t involve teleporting in and of itself but touches upon similarly-themed abilities, and (teleport) which modifies the default effect. The (space) talents include being able to create gaps in solid objects and walls to pass through, distorting space to alter a target’s effective size category, the creation of small extradimensional storage spaces, self-closed loops which prevent creatures from leaving a small area of effect, and being able to block extraplanar travel and banish extraplanar creatures back to their home plane. The (teleport) talents include being able to make a creature’s attack target somewhere else by teleporting the strike, teleporting as a reaction which grants advantage/disadvantage on rolls for the caster to avoid harm, can teleport unwilling creatures and objects, and the creation of recall points and teleport beacons that can allow targets to teleport to the appropriate space and regardless of distance respectively. There’s a lot of Advanced Talents, such as long-range teleportation like the standard spell, travelling to other planes of existence, creating teleportation portals that others can use, and the ability to create a personal demiplane with alterable terrain. [b]Combos:[/b] The default ability alone expands one’s personal mobility. Combined with the Universal sphere’s Reaching talent, one can “save” allies from sticky situations by teleporting them to safety. Unwilling Teleport is great for battlefield control in moving enemies into optimal spaces, and Teleport Object has all sorts of creative uses. Teleport Beacon is a good tool for scouting, while Create Gap has similar applications to the Dark sphere’s Obscure Passage. Distort Size can be useful in being combined with reach-increasing effects such as the Light sphere’s Encompassing Light. Splinter plus Unwilling Teleport can be used to deal quite a bit of damage from falling and other hazards. The target’s advantage on the saving throw for the latter effect can be negated via the Degrade version of the Enhancement sphere’s Mental Enhancement talent. [b]Existing Comparisons:[/b] Arcane Gate, Dimension Door, Gate, Misty Step, Planeshift, Teleport, Thunder Step, Transport via Plants, and Word of Recall are the big teleportation-style spells. Banishment, Blink, Demiplane, Mordenkainen’s Magnificent Mansion, and Rope Trick cover the not-quite-teleporty but still space-themed spells. But before covering the spells, one thing Spheres of Power can do that the default rules can’t is true utility at-will teleportation. The Way of Shadow Monk and Shadow Sorcerer both get such options, albeit at 6th and 14th level and only in dim light and darkness. The Warp sphere has slightly lower ranges at equivalent levels but can be used outside of dark spaces. The Horizon Walker Ranger also has an at-will teleport but it’s super-short range and only really useful in combat. One other major advantage the spheres teleporter has are Advanced Talents which can teleport an effectively unlimited number of targets (as many creatures within the spell range) and up to Gargantuan size objects. The former is the aptly-named Teleport Army, and as the default effect can be enhanced via Reaching and Extreme Reach...that’s far and above the 8 willing creatures limit of most official teleportation spells! Now onto the spells proper, Dimension Door has a higher maximum range by default as well as one willing creature. Warp cannot do multiple targets at once unless used in conjunction with the Mass sphere. Misty Step is a bonus action which can go up to 30 feet, so it has an advantage over default Warp albeit the Quick Teleport talent can reduce the casting to 1 bonus action as well and the default effect can be Augmented to gain an equivalent range. Misty Step has an effect of self only, a point in Warp’s favor. As for Thunder Step, there are no Warp sphere talents that allow the target to teleport and damage nearby creatures upon leaving. The Splinter talent is directly damaging, but only effects targets (usually unwilling) teleported in such a way. Recall and Teleport Beacon are similar to the Word of Recall Spell, albeit Word of Recall has no effective time limit for how long the “recall point” can last. Arcane Gate has some similarities with the Portal talent, although the talent has a lower level-based prerequisite and a higher maximum duration but the core spell has a longer base range. The True Teleport talent is almost identical to the Teleport spell, albeit it has a lower level-based prerequisite and doesn’t allow for 8 willing creatures by default. The Planeshift talent is much like the spell of the same name, but has no expensive material component by default, a lower level-based prerequisite, and cannot target 8 willing creatures or banish an unwilling creature by default. Plane Manipulator’s Banishing Touch is much like Banishment but has a range of touch and is instantaneous rather than Concentration duration. Extradimensional Room is similar to Rope Trick in creating a pocket dimension, although the talent can hold less creatures by default although the duration is effectively instantaneous as long as it’s in use. As for the Create Demiplane talent, it’s similar to the Demiplane spell albeit it has a much more detailed entry on how the caster can change the internal terrain and effects. [img]https://i.imgur.com/PaDY1qR.png[/img] The [url=http://spheres5e.wikidot.com/weather][b]Weather Sphere[/b][/url] is different from Nature in that it has more specific effects and mechanics. Its two default abilities and talent tags are Mantle and Shroud, respective buffs and debuffs whose effects are determined by the weather. We have a list of rules for this, with six types of weather (aridity, cold, heat, precipitation, storm, and wind) along with degrees of Severity from 0 to 4. Each Severity beyond 0 has its own effects and a few have means of downgrading the effects like appropriate clothes and drinking enough water. All but one (mantle) talent has six different benefits which trigger if a certain weather type is Severity 1 or greater, and include things like dealing retaliatory energy damage to attackers, bonus movement speeds and mobility effects, and utility effects like becoming immune to opportunity attacks and preventing mantled creatures from becoming undead. The (shroud) talents correspond to a specific weather type, which give the option of 2-3 localized debuffs where the weather alters around the target and includes things such as thunderclouds dealing intermittent lightning damage, battering winds imposing disadvantage on ranged attacks and Dexterity saves, and reducing movement speed by half. The four Advanced Talents are highly-themed, relating to a base Control Weather talent and 3 additional talents which allow it to be cast more quickly, at greater duration or range, and grants the ability to choose the location of random Storm effects such as lightning strikes. The default Control Weather creates a 30 foot radius of localized weather which can increase or decrease the Severity of a specific weather type. [b]Combos:[/b] Aridity Severity’s disadvantage on saving throws vs exhaustion meshes well with the Death sphere’s default Ghost Strike and the Destruction sphere’s Draining and Scorching blast types. Precipitation’s visibility limiting can go well with Divination (sense) talents that allow the caster to non-visually pinpoint targets as well the Solid Fog ability of the Nature sphere’s Fog Mastery talent. The Dynamic talent’s Flame Zephyr and Ice Skates can stack with existing movement-enhancing abilities such as the Enhancement sphere’s Speed Control or Telekinesis’ Pushed Movement and Speed Zone.* The Hostile talent’s Fever and Razor Wind applications go well with effects that rely on natural weapons and unarmed strikes. Utility’s Breezespeech ability is great for scouting due to effectively limitless long-distance communication. *provided at least one is Augmented to remove concentration. [b]Existing Comparisons:[/b] The Control Weather talent and spell are the most obvious comparisons, although I’m having trouble finding equivalents for the various Mantles and Shrouds. For Control Weather, the spheres talent has a much shorter range both regular and Augmented (30 feet or 1 mile vs’ the core spell’s 5 miles) as well as a shorter duration (1 hour vs 8 hours). The spheres version has the advantage of being much more explicit on rules and effects, with the 5e spell much more at the whims of GM Fiat. [b]Thoughts So Far:[/b] The last five spheres have various improvements in comparison to official rules counterparts, with the Advanced Talents in particular notable for their loosening of restrictions. Telekinesis no longer explicitly mentions weight and instead goes solely by size; Warp gives at-will teleportation and a potentially wider degree of targets; Wild Magic gives players a greater degree of control over in triggering if not necessarily selection of effects; and explicit results for the negative effects of Weather conditions. All of these reduce the amount of GM Fiat and also have the appropriate rules conveniently placed within their respective sphere entries. I’m quite fond of the first four spheres. Telekinesis’ ability to throw allies as damaging projectiles (and a talent which can negate damage suffered by being flung) is likely going to be chosen for humorous yet effective applications. Time has a bountiful offering of broadly-useful talents, and you can’t go wrong picking the sphere for most builds. I love how Universal’s metasphere package grants the 3 popular utility cantrips all at once; it’s very appropriate for a lot of settings where harmless yet whimsical kinds of minor magic shouldn’t be a major restrictive selection due to limited cantrip slots. Warp is cool both in form and feature, although I feel that there are some potentially broken combos. For instance, True Teleport + Unseeing Teleport + Unwilling Teleport being used to teleport an enemy to the bottom of the ocean or out of the country. I feel rather iffy on Weather; its most signature feature is relegated to an Advanced Talent, while the Mantles and Shrouds can be highly situational and limiting depending on the climate of the adventure and setting. [b]Join us next time as we stat up Noctis from Final Fantasy XV and finish up the book with Additional Rules and a Game Master’s Guide![/b] [/QUOTE]
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