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[Creative] Spheres of Power & Might by Setting
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<blockquote data-quote="Libertad" data-source="post: 8283122" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/zyd6qpC.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Forgotten Spheres: the Spheres System for Faerûn</strong></p><p></p><p>A land of meddling gods and high magic, the world of Toril is perhaps the best-known setting of Dungeons & Dragons. Technically many settings in one, this post primarily covers the continent of Faerûn, with suggestions for alternate eras. As of 5th Edition the continent has gone through many changes before settling back into a post-Spellplague pseudo-retcon. The world as a whole is thus not well-detailed beyond the Northern realms of the Sword Coast, Neverwinter, Silver Marches, and nearby regions.</p><p></p><p><strong>Major Traditions:</strong> Just about every martial and casting tradition can be found in the Realms, although the ones that lean towards a “high-tech” style such as Inventor and Machinist are mostly limited to the Island of Lantan and Gond’s priesthood. Those with Wild Magic (as both a drawback and Universal sphere package) became common after the Time of Troubles due to the study of damaged areas of the Weave. Such scholars learned how to exploit its otherwise unpredictable effects.</p><p></p><p><strong>Advanced/Legendary Talents:</strong> Faerûn is brimming with world-altering magic from innumerable fallen civilizations, god-gifted artifacts, and the knowledge of illithids, dragons, and other races of great power. Practically every Advanced and Legendary talent can be found in the Realms in some shape or form, with the higher-level ones being linked in some way to esoteric and powerful magical traditions such as Netherese arcana and Elven High Magic.</p><p></p><p><strong>Technology Level:</strong> The Realms remains at a pseudo-medieval/renaissance level of technology, with little in the way of gunpowder, steampower, and other “modern” innovations. While gunpowder exists, it doesn’t work as well as it does on Earth, so there’s little demand for its use. An alternative known as smokepowder is more popular and performs many of the same functions, albeit is magical and its circulation is more or less controlled by Gond’s faithful. Possessors of the Tinkerer sphere are often reflavored magitech priests of Gond, some forms of old Netherese magic, and gnomish artificers. Modern and Futuristic technology is so rare they may as well be treated as unique magic items unto their own.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/OkjjjzY.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>New Rules & Subsystems</strong></p><p></p><p>The foundations of Toril that enable magic to work are known as the Weave, maintained by the Goddess of Magic. While its underpinnings and laws have changed over time (often with the release of a new D&D Edition), at its heart the Weave’s core rules have more or less been recognizable by mages regardless of era.</p><p></p><p><em>Wild Magic:</em> Certain areas where the Weave is damaged are known as Wild Magic Zones. All magic cast within gains a base chance of wild magic typically ranging from 10% to 50% depending on the overall strength of the zone’s discordance. Those with the Wild Magic Drawback add 10% to their chance, albeit those who have at least one Wild Magic talent gain advantage on any saving throws and impose disadvantage on any attack rolls from potentially hostile effects.</p><p></p><p>Dead Magic Zones are rarer and deadlier, representing areas where the Weave has been torn asunder. The area is considered to be within a permanent Antimagic Field.</p><p></p><p>For those rare few knowledgeable of the greatest secrets of Mystra’s church, this new Advanced Talent allows one to summon magic even where there is none.</p><p></p><p><strong><u>Initiate of Mystra (Metasphere)</u></strong></p><p><strong>Prerequisite:</strong> Universal sphere, 5th level or higher.</p><p><strong>Augment 2 sp:</strong> You are capable of using magical sphere abilities even within a dead magic zone or an antimagic field. You must first roll a spellcasting ability check against the caster’s spell DC; in the case of dead magic zones, the DC typically ranges from 12 to 20 based on the age and scope of said zone. A successful result allows the sphere effect to function normally, but a failed result causes the consumables (spell points, material components, etc) to be wasted.</p><p></p><p><em>Rune Magic:</em> The Dwarven alphabet contains secret letters known only to a learned few divine casters. Practitioners of this magical discipline are known as runecasters, and are only ever found among the dwarven and giant races.</p><p></p><p>In terms of rules, Rune Magic can be best reflected via the Runist Casting Tradition, but with Wisdom instead of Intelligence as the Key Ability. The Calligrapher’s Supplies tool proficiency can be replaced with others that make sense, such as Smith’s Tools for stone carving. The Glyph Metasphere talent is another necessary component, for it is how runecasters instill their magic into the world. While Diagram Magic and Marking Magic drawbacks may seem appropriate, in the original rules Rune Magic was a feat that allowed an alternative method of casting rather than a primary replacement, so runecasters by canon could still use magic normally like other divine casters.</p><p></p><p><em>Circle Magic:</em> The traditions of the Witches of Rashemen and Red Wizards of Thay make use of a collective ritual where auxiliary spellcasters enhance the power of a primary caster or ‘circle leader.’ With their efforts combined they can achieve feats impossible on an individual level.</p><p></p><p>In 3rd Edition terms Circle Magic allowed the expenditure of spell slots to increase the circle leader’s Caster Level as well as the addition of metamagic feats for casting, taking up to an hour to cast. The closest approximation in the Spheres system is the use of the Flow and Knowledge manabound talents by circle members being used to channel Spell Points and talent capabilities to the circle leader.</p><p></p><p><em>Spellfire:</em> This incredibly rare talent is bestowed directly by Mystra to her Chosen and other individuals she feels can best further her aims. People cannot learn Spellfire, and to most mortals it appears to manifest ‘randomly’ as the ability to control and manipulate raw magic.</p><p></p><p>Spellfire wielders do not have to be technical spellcasters, although it is commonly emulated as a Casting Tradition. The Dispel package of the Universal sphere with the Counterspell talent represents a Spellfire wielder’s ability to absorb incoming magic, with Greater Dispel on top of that to allow them to counter multiple magical assaults at once.</p><p></p><p>Spellfire can be manifested offensively as a long-range fiery burst, best emulated as the Destruction Sphere with the Fire blast type and Ray blast shape talents. As it is long-range, the Reaching metasphere talent taken 3 times boosts the range from 30 to 300 feet.</p><p></p><p>Last but not least, Spellfire wielders can convert their power into energy that can heal wounds. As it traditionally applied to hit point damage and not the curing of curses, disease, and revivification, the base Life sphere is enough to simulate this.</p><p></p><p>Silver Fire, the more powerful and refined use of spellfire by the Chosen of Mystra, is most likely not going to see use in the hands of Player Characters barring high-level campaigns. Silver Fire has a broader variety of processes beyond the base outlined above, including protection from environmental maladies (Protection sphere talents), mental assaults (Mind’s Mind Shield talent), banishing external magical compulsions (Life’s Break Enchantment talent), and great blasts of flame and dispelling cones (Universal’s Widen & Shaped Dispel talents).</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/npIVETO.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Popular Archetypes</strong></p><p></p><p>Faerûn’s diverse faiths means that clerics can be as different from each other as from arcane spellcasters and other magical traditions. As such, the sample Divine Petitioner Casting Tradition is hardly a holistic option for clerics, and having custom traditions tailored specifically to the deity is encouraged.</p><p></p><p>Below are a few kits and prestige classes from former editions with conversion guidelines for the modern spheres system.</p><p></p><p><em>Archmage:</em> As a simple term, an Archmage can reflect anyone who knows at least one Advanced Talent with a prerequisite of at least 11th level. This reflects a level of mastery in magical workings most spellcasters cannot hope to learn in their lifetimes. Such people are most often dedicated to the Art to such an extent that “pure mage” classes such as Incanter and Soul Weaver are the most common over hybrid/gish types, although this isn’t always the case; Elminster himself is ridiculously multi-talented!</p><p></p><p>For the 3.5 Prestige Class proper, the various High Arcana can be simulated by certain talents. Universal’s Reaching and Extreme Reach metasphere talents allow for a high range on all spells, perfect for Arcane Fire (best simulated as Disintegration or another force-damage Destruction blast type) and Arcane Reach. Mastery of Counterspelling can be simulated via the Counterspell talent and Spellthief dispel talent, while Mastery of Shaping is best simulated as the Sculpt metasphere talent combined with the Protection sphere’s Friendship aegis to avoid friendly fire. Mastery of Elements can be simulated by the Energy Shift wild magic talent. Spell Power +1 to +3 is too powerful for a straight conversion, but imposing disadvantage on saving throws via the Overpower Resistance wild magic talent is a good way to simulate this at the expense of some side effects. Finally, Spell-like Ability has no easy conversion, in that the use of material components is now a drawback for Casting Traditions and no longer a necessity. Removing the drawback in some manner via GM permission is the best way, with the trade-off of losing the bonus spell points or boons gained from the drawback.</p><p></p><p><em>Bladesinger (multi-edition):</em> Bladesingers are best emulated via the various “gish” classes and subclasses. The Skilled Casting drawback and Aptitude boon focusing on Performance is a common option, as is the Easy Focus boon. Enhancement sphere talents best capable of simulating a Bladesong’s prowess in agility are Physical Enhancement and Speed Control with the Personal Magics variant. The Equipment sphere’s Unarmoured Training or the Protection sphere’s basic aegis can both simulate a Bladesinger’s nimble evasion, while Equipmnent’s Gallowglass Training grants proficiency in a wide variety of blades. The Bulwark talent of the Protection sphere can emulate the damage-reducing Song of Defence.</p><p></p><p>For the 3rd Edition version’s features, Universal’s Quicken metasphere talent emulates Song of Celerity, while the Time Sphere’s Adjusted Frequency in the use of Haste simulates Song of Fury’s extra attack.</p><p></p><p><em>Gnome Artificer/Techsmith (3e):</em> The Equipment sphere’s Renaissance Voyager grants proficiency in firearms and bombs, and said sphere’s Artificer and Craftsman talent allow for faster creation of gear and the handling of unknown devices. Summoner Incanters and Armorist Mageknights are good thematic choices for classes and subclasses. The Artificery and Alchemy Casting Traditions can grant access to the Alchemy or Tinkerer spheres, while the creation of a Gondsman construct is best represented as a Conjuration sphere companion with the Construct (base) talent.</p><p></p><p><em>Incantatrix (3e):</em> Emphasis on the Universal sphere, particularly the manabond and metasphere talents, is nigh-essential. Cooperative Metamagic is best expressed as granting said metasphere talents to others via the Knowledge manabound talent, while Glyph is good at simulating Metamagic Spell Trigger, and Snatch Spell is best simulated by the Soulmate manabond talent.</p><p></p><p><em>Purple Dragon Knight (multi-edition):</em> The Knight martial tradition with the Warleader sphere option is highly appropriate, as is the Commander class. For the 5th Edition version, Shout talents are preferred over tactics, particularly Rallying Speech and Rousing Claxon for morale-boosting, and the Leadership sphere’s Improved Leadership talent for the proficiency doubling on Persuasion checks. The tactics talents of Coordinated Reflexes, Fortifying Phalanx, and Militant Will are the best at emulating the “ally rerolls a saving throw” of Bulwark. Inspiring Surge is best emulated via the Commander class’ Direct Ally class feature.</p><p></p><p>For the 3rd Edition prestige class abilities, the Frightful Roar shout emulates the Fear ability, and the Guardian sphere’s basic challenge package emulates the Oath of Wrath quite well. The Courier’s Dash tactic talent represents the speed enhancement of Rallying Cry, and the Shieldbrothers tactic emulates Heroic Shield. Other features of the prestige class can be emulated via the earlier 5th Edition suggestions.</p><p></p><p><em>Sun Soul Monk (multi-edition):</em> The Ascetic Martial Tradition is an ideal choice given its granting of the Equipment sphere’s Unarmed and Unarmored Training talents, although any talents that grant Unarmored Training and a bonus Equipment sphere choice can be just as feasible if Unarmed Training is taken. For 5th Edition, the Destruction sphere with blast type talents that deal fire and radiant damage along the Ray and Sculpt blast shapes emulate Radiant Sun Bolt and Searing Arc Strike. Searing Sunburst can be emulated via the Explosive Orb blast shape and the Reaching metasphere talent, while Sun Shield can be emulated via the Retribution blast shape. The Light sphere and its damaging effects (particularly Flare and Searing Light) are also appropriate thematically even if not a straight conversion.</p><p></p><p>The Sun Soul Monk’s 3rd Edition options are best emulated by the Light sphere and paradoxically by the Dark sphere’s basic meld talent of Darkvision. The Blade blast shape to infuse one’s melee attacks with fire and light much like Flaming Fists. The “classic monk” abilities of Abundant Step and Tongue of the Sun and Moon can be replicated by the Warp sphere and the Fate sphere’s Logos consecration talent respectively.</p><p></p><p><em>Sword-Dancer (3e):</em> A class with Blended Training or with equal access to magical and martial spheres is ideal. The Equipment sphere’s Gallowglass Training and Unarmoured Training best simulate the nimble swordswoman archetype. The Athletics sphere’s Mobility and Rapid Motion talents emulate the ability to easily maneuver through enemy spaces. The Enhancement Sphere’s Animate Objects emulates the “dancing sword” abilities, and Enhance Equipment is reflective of the magical bonding process where they attune to a signature sword. Last but not least, the Light Sphere and Dancing Lights talent emulates their ability to conjure motes of moonlight.</p><p></p><p><em>Swordmage (4e):</em> I will confess that I am not well-read in 4th Edition, so this may be not as faithful in conversion. From what I’ve read, the Mageknight class fits this to a T. The Warp sphere is a good emulation of the class’ summoning, with Emergency Teleport’s reaction-based trigger a good means of countering enemy actions. The Destruction sphere’s various secondary effects combined with the Blade blast shape talent is a good means of simulating the various special attack spells. Defensive-minded spells are best simulated via the Protection sphere. Swordmages who derive their spells from a primordial source are best reflected by the Weather sphere, particularly shroud talents and the Backlash and Hostile mantle talents.</p><p></p><p><em>War Wizard of Cormyr (multi-edition):</em> Investment in the Destruction sphere and Universal sphere’s Widen metasphere talent reflects the War Wizard’s world-famous battle magic. The fact that they’re more likely to be frontline combatants means that the Easy Focus boon for Casting Traditions is a common choice. Elementalists of various stripes and Spellblade Mageknights are ideal class and subclass choices.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8283122, member: 6750502"] [CENTER][IMG]https://i.imgur.com/zyd6qpC.jpg[/IMG] [B]Forgotten Spheres: the Spheres System for Faerûn[/B][/CENTER] A land of meddling gods and high magic, the world of Toril is perhaps the best-known setting of Dungeons & Dragons. Technically many settings in one, this post primarily covers the continent of Faerûn, with suggestions for alternate eras. As of 5th Edition the continent has gone through many changes before settling back into a post-Spellplague pseudo-retcon. The world as a whole is thus not well-detailed beyond the Northern realms of the Sword Coast, Neverwinter, Silver Marches, and nearby regions. [B]Major Traditions:[/B] Just about every martial and casting tradition can be found in the Realms, although the ones that lean towards a “high-tech” style such as Inventor and Machinist are mostly limited to the Island of Lantan and Gond’s priesthood. Those with Wild Magic (as both a drawback and Universal sphere package) became common after the Time of Troubles due to the study of damaged areas of the Weave. Such scholars learned how to exploit its otherwise unpredictable effects. [B]Advanced/Legendary Talents:[/B] Faerûn is brimming with world-altering magic from innumerable fallen civilizations, god-gifted artifacts, and the knowledge of illithids, dragons, and other races of great power. Practically every Advanced and Legendary talent can be found in the Realms in some shape or form, with the higher-level ones being linked in some way to esoteric and powerful magical traditions such as Netherese arcana and Elven High Magic. [B]Technology Level:[/B] The Realms remains at a pseudo-medieval/renaissance level of technology, with little in the way of gunpowder, steampower, and other “modern” innovations. While gunpowder exists, it doesn’t work as well as it does on Earth, so there’s little demand for its use. An alternative known as smokepowder is more popular and performs many of the same functions, albeit is magical and its circulation is more or less controlled by Gond’s faithful. Possessors of the Tinkerer sphere are often reflavored magitech priests of Gond, some forms of old Netherese magic, and gnomish artificers. Modern and Futuristic technology is so rare they may as well be treated as unique magic items unto their own. [CENTER][IMG]https://i.imgur.com/OkjjjzY.jpg[/IMG] [B]New Rules & Subsystems[/B][/CENTER] The foundations of Toril that enable magic to work are known as the Weave, maintained by the Goddess of Magic. While its underpinnings and laws have changed over time (often with the release of a new D&D Edition), at its heart the Weave’s core rules have more or less been recognizable by mages regardless of era. [I]Wild Magic:[/I] Certain areas where the Weave is damaged are known as Wild Magic Zones. All magic cast within gains a base chance of wild magic typically ranging from 10% to 50% depending on the overall strength of the zone’s discordance. Those with the Wild Magic Drawback add 10% to their chance, albeit those who have at least one Wild Magic talent gain advantage on any saving throws and impose disadvantage on any attack rolls from potentially hostile effects. Dead Magic Zones are rarer and deadlier, representing areas where the Weave has been torn asunder. The area is considered to be within a permanent Antimagic Field. For those rare few knowledgeable of the greatest secrets of Mystra’s church, this new Advanced Talent allows one to summon magic even where there is none. [B][U]Initiate of Mystra (Metasphere)[/U] Prerequisite:[/B] Universal sphere, 5th level or higher. [B]Augment 2 sp:[/B] You are capable of using magical sphere abilities even within a dead magic zone or an antimagic field. You must first roll a spellcasting ability check against the caster’s spell DC; in the case of dead magic zones, the DC typically ranges from 12 to 20 based on the age and scope of said zone. A successful result allows the sphere effect to function normally, but a failed result causes the consumables (spell points, material components, etc) to be wasted. [I]Rune Magic:[/I] The Dwarven alphabet contains secret letters known only to a learned few divine casters. Practitioners of this magical discipline are known as runecasters, and are only ever found among the dwarven and giant races. In terms of rules, Rune Magic can be best reflected via the Runist Casting Tradition, but with Wisdom instead of Intelligence as the Key Ability. The Calligrapher’s Supplies tool proficiency can be replaced with others that make sense, such as Smith’s Tools for stone carving. The Glyph Metasphere talent is another necessary component, for it is how runecasters instill their magic into the world. While Diagram Magic and Marking Magic drawbacks may seem appropriate, in the original rules Rune Magic was a feat that allowed an alternative method of casting rather than a primary replacement, so runecasters by canon could still use magic normally like other divine casters. [I]Circle Magic:[/I] The traditions of the Witches of Rashemen and Red Wizards of Thay make use of a collective ritual where auxiliary spellcasters enhance the power of a primary caster or ‘circle leader.’ With their efforts combined they can achieve feats impossible on an individual level. In 3rd Edition terms Circle Magic allowed the expenditure of spell slots to increase the circle leader’s Caster Level as well as the addition of metamagic feats for casting, taking up to an hour to cast. The closest approximation in the Spheres system is the use of the Flow and Knowledge manabound talents by circle members being used to channel Spell Points and talent capabilities to the circle leader. [I]Spellfire:[/I] This incredibly rare talent is bestowed directly by Mystra to her Chosen and other individuals she feels can best further her aims. People cannot learn Spellfire, and to most mortals it appears to manifest ‘randomly’ as the ability to control and manipulate raw magic. Spellfire wielders do not have to be technical spellcasters, although it is commonly emulated as a Casting Tradition. The Dispel package of the Universal sphere with the Counterspell talent represents a Spellfire wielder’s ability to absorb incoming magic, with Greater Dispel on top of that to allow them to counter multiple magical assaults at once. Spellfire can be manifested offensively as a long-range fiery burst, best emulated as the Destruction Sphere with the Fire blast type and Ray blast shape talents. As it is long-range, the Reaching metasphere talent taken 3 times boosts the range from 30 to 300 feet. Last but not least, Spellfire wielders can convert their power into energy that can heal wounds. As it traditionally applied to hit point damage and not the curing of curses, disease, and revivification, the base Life sphere is enough to simulate this. Silver Fire, the more powerful and refined use of spellfire by the Chosen of Mystra, is most likely not going to see use in the hands of Player Characters barring high-level campaigns. Silver Fire has a broader variety of processes beyond the base outlined above, including protection from environmental maladies (Protection sphere talents), mental assaults (Mind’s Mind Shield talent), banishing external magical compulsions (Life’s Break Enchantment talent), and great blasts of flame and dispelling cones (Universal’s Widen & Shaped Dispel talents). [CENTER][IMG]https://i.imgur.com/npIVETO.jpeg[/IMG] [B]Popular Archetypes[/B][/CENTER] Faerûn’s diverse faiths means that clerics can be as different from each other as from arcane spellcasters and other magical traditions. As such, the sample Divine Petitioner Casting Tradition is hardly a holistic option for clerics, and having custom traditions tailored specifically to the deity is encouraged. Below are a few kits and prestige classes from former editions with conversion guidelines for the modern spheres system. [I]Archmage:[/I] As a simple term, an Archmage can reflect anyone who knows at least one Advanced Talent with a prerequisite of at least 11th level. This reflects a level of mastery in magical workings most spellcasters cannot hope to learn in their lifetimes. Such people are most often dedicated to the Art to such an extent that “pure mage” classes such as Incanter and Soul Weaver are the most common over hybrid/gish types, although this isn’t always the case; Elminster himself is ridiculously multi-talented! For the 3.5 Prestige Class proper, the various High Arcana can be simulated by certain talents. Universal’s Reaching and Extreme Reach metasphere talents allow for a high range on all spells, perfect for Arcane Fire (best simulated as Disintegration or another force-damage Destruction blast type) and Arcane Reach. Mastery of Counterspelling can be simulated via the Counterspell talent and Spellthief dispel talent, while Mastery of Shaping is best simulated as the Sculpt metasphere talent combined with the Protection sphere’s Friendship aegis to avoid friendly fire. Mastery of Elements can be simulated by the Energy Shift wild magic talent. Spell Power +1 to +3 is too powerful for a straight conversion, but imposing disadvantage on saving throws via the Overpower Resistance wild magic talent is a good way to simulate this at the expense of some side effects. Finally, Spell-like Ability has no easy conversion, in that the use of material components is now a drawback for Casting Traditions and no longer a necessity. Removing the drawback in some manner via GM permission is the best way, with the trade-off of losing the bonus spell points or boons gained from the drawback. [I]Bladesinger (multi-edition):[/I] Bladesingers are best emulated via the various “gish” classes and subclasses. The Skilled Casting drawback and Aptitude boon focusing on Performance is a common option, as is the Easy Focus boon. Enhancement sphere talents best capable of simulating a Bladesong’s prowess in agility are Physical Enhancement and Speed Control with the Personal Magics variant. The Equipment sphere’s Unarmoured Training or the Protection sphere’s basic aegis can both simulate a Bladesinger’s nimble evasion, while Equipmnent’s Gallowglass Training grants proficiency in a wide variety of blades. The Bulwark talent of the Protection sphere can emulate the damage-reducing Song of Defence. For the 3rd Edition version’s features, Universal’s Quicken metasphere talent emulates Song of Celerity, while the Time Sphere’s Adjusted Frequency in the use of Haste simulates Song of Fury’s extra attack. [I]Gnome Artificer/Techsmith (3e):[/I] The Equipment sphere’s Renaissance Voyager grants proficiency in firearms and bombs, and said sphere’s Artificer and Craftsman talent allow for faster creation of gear and the handling of unknown devices. Summoner Incanters and Armorist Mageknights are good thematic choices for classes and subclasses. The Artificery and Alchemy Casting Traditions can grant access to the Alchemy or Tinkerer spheres, while the creation of a Gondsman construct is best represented as a Conjuration sphere companion with the Construct (base) talent. [I]Incantatrix (3e):[/I] Emphasis on the Universal sphere, particularly the manabond and metasphere talents, is nigh-essential. Cooperative Metamagic is best expressed as granting said metasphere talents to others via the Knowledge manabound talent, while Glyph is good at simulating Metamagic Spell Trigger, and Snatch Spell is best simulated by the Soulmate manabond talent. [I]Purple Dragon Knight (multi-edition):[/I] The Knight martial tradition with the Warleader sphere option is highly appropriate, as is the Commander class. For the 5th Edition version, Shout talents are preferred over tactics, particularly Rallying Speech and Rousing Claxon for morale-boosting, and the Leadership sphere’s Improved Leadership talent for the proficiency doubling on Persuasion checks. The tactics talents of Coordinated Reflexes, Fortifying Phalanx, and Militant Will are the best at emulating the “ally rerolls a saving throw” of Bulwark. Inspiring Surge is best emulated via the Commander class’ Direct Ally class feature. For the 3rd Edition prestige class abilities, the Frightful Roar shout emulates the Fear ability, and the Guardian sphere’s basic challenge package emulates the Oath of Wrath quite well. The Courier’s Dash tactic talent represents the speed enhancement of Rallying Cry, and the Shieldbrothers tactic emulates Heroic Shield. Other features of the prestige class can be emulated via the earlier 5th Edition suggestions. [I]Sun Soul Monk (multi-edition):[/I] The Ascetic Martial Tradition is an ideal choice given its granting of the Equipment sphere’s Unarmed and Unarmored Training talents, although any talents that grant Unarmored Training and a bonus Equipment sphere choice can be just as feasible if Unarmed Training is taken. For 5th Edition, the Destruction sphere with blast type talents that deal fire and radiant damage along the Ray and Sculpt blast shapes emulate Radiant Sun Bolt and Searing Arc Strike. Searing Sunburst can be emulated via the Explosive Orb blast shape and the Reaching metasphere talent, while Sun Shield can be emulated via the Retribution blast shape. The Light sphere and its damaging effects (particularly Flare and Searing Light) are also appropriate thematically even if not a straight conversion. The Sun Soul Monk’s 3rd Edition options are best emulated by the Light sphere and paradoxically by the Dark sphere’s basic meld talent of Darkvision. The Blade blast shape to infuse one’s melee attacks with fire and light much like Flaming Fists. The “classic monk” abilities of Abundant Step and Tongue of the Sun and Moon can be replicated by the Warp sphere and the Fate sphere’s Logos consecration talent respectively. [I]Sword-Dancer (3e):[/I] A class with Blended Training or with equal access to magical and martial spheres is ideal. The Equipment sphere’s Gallowglass Training and Unarmoured Training best simulate the nimble swordswoman archetype. The Athletics sphere’s Mobility and Rapid Motion talents emulate the ability to easily maneuver through enemy spaces. The Enhancement Sphere’s Animate Objects emulates the “dancing sword” abilities, and Enhance Equipment is reflective of the magical bonding process where they attune to a signature sword. Last but not least, the Light Sphere and Dancing Lights talent emulates their ability to conjure motes of moonlight. [I]Swordmage (4e):[/I] I will confess that I am not well-read in 4th Edition, so this may be not as faithful in conversion. From what I’ve read, the Mageknight class fits this to a T. The Warp sphere is a good emulation of the class’ summoning, with Emergency Teleport’s reaction-based trigger a good means of countering enemy actions. The Destruction sphere’s various secondary effects combined with the Blade blast shape talent is a good means of simulating the various special attack spells. Defensive-minded spells are best simulated via the Protection sphere. Swordmages who derive their spells from a primordial source are best reflected by the Weather sphere, particularly shroud talents and the Backlash and Hostile mantle talents. [I]War Wizard of Cormyr (multi-edition):[/I] Investment in the Destruction sphere and Universal sphere’s Widen metasphere talent reflects the War Wizard’s world-famous battle magic. The fact that they’re more likely to be frontline combatants means that the Easy Focus boon for Casting Traditions is a common choice. Elementalists of various stripes and Spellblade Mageknights are ideal class and subclass choices. [/QUOTE]
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