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Combining Zeitgeist with Spheres of Power
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<blockquote data-quote="Fortuitous" data-source="post: 6814582" data-attributes="member: 6786950"><p>If I had to take a guess, the company who made Spheres of Power had certainly read Elements of Magic - however I'm not familiar with EoM so I'm working off the more detailed reviews. Spheres of Power is a bit more limiting in terms of what you can do. Since it takes talents (basically feats for magic) to pick up new spheres and expand on those spheres. This means that without feat or resource investment (Scrolls and the like) you can't just pick up something like Teleportation or Flight, unless you've invested your talents already into the tree. This specifically attempts to rein in the ability of a mage to have a spell for every occasion, be that picking locks, dealing with traps, mobility, whatever. It also means that it can leave a caster with their pants down if a module assumes that all parties at level 12 will, say, have teleportation, or flight, or the ability to shift planes, or some type of conjuration, or anything of that nature. This is my biggest concern - I can leave most of the baddies as is, the players need to know it's 10D6 fire damage with a DC17 reflex save for half, not that it's fireball vs a destruction sphere mage.</p><p></p><p>However, if there are a lot of casters that rely heavily on a lot of different schools of magic (I remember in Cult of The Ebon Destroyers there was an abjuration mage / monk who used something from everywhere, and it was integral to his build that just couldn't work in this system) it could cause problems as well. One or two of these I can work around.</p></blockquote><p></p>
[QUOTE="Fortuitous, post: 6814582, member: 6786950"] If I had to take a guess, the company who made Spheres of Power had certainly read Elements of Magic - however I'm not familiar with EoM so I'm working off the more detailed reviews. Spheres of Power is a bit more limiting in terms of what you can do. Since it takes talents (basically feats for magic) to pick up new spheres and expand on those spheres. This means that without feat or resource investment (Scrolls and the like) you can't just pick up something like Teleportation or Flight, unless you've invested your talents already into the tree. This specifically attempts to rein in the ability of a mage to have a spell for every occasion, be that picking locks, dealing with traps, mobility, whatever. It also means that it can leave a caster with their pants down if a module assumes that all parties at level 12 will, say, have teleportation, or flight, or the ability to shift planes, or some type of conjuration, or anything of that nature. This is my biggest concern - I can leave most of the baddies as is, the players need to know it's 10D6 fire damage with a DC17 reflex save for half, not that it's fireball vs a destruction sphere mage. However, if there are a lot of casters that rely heavily on a lot of different schools of magic (I remember in Cult of The Ebon Destroyers there was an abjuration mage / monk who used something from everywhere, and it was integral to his build that just couldn't work in this system) it could cause problems as well. One or two of these I can work around. [/QUOTE]
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