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[Creative] Spheres of Power & Might by Setting
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<blockquote data-quote="Libertad" data-source="post: 8344282" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/bgwdR6k.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Spheres of Fate: the Spheres System for Al-Qadim</strong></p><p></p><p>A land united by faith and empire, where the petty racial bigotries that plague other worlds have been left in the past. Adventurers explore the endless sands, lush jungles of ruined kingdoms, and the countless islands of torrential seas, with Fate as their ultimate guide. This is Zakhara, home to a thousand and one tales and many more of your own creation!</p><p></p><p><strong>Major Traditions:</strong> Magical traditions in the Land of Fate follow more specific paths than in other settings. The “classic” traditions that follow the AD&D core classes are present, while more esoteric options are typically brought from foreign shores or unearthed from the lore of the Ruined Kingdoms and Unenlightened peoples. Many arcane spellcasters are affiliated with one of the four elements derived from their own potential or granted to them by genies. Divine casters tend to honor the Enlightened gods, gaining spheres appropriate to their areas of influence. Instead of Druids, there are Kahin, Unenlightened priests and priestesses who derive their power from idols.</p><p></p><p><strong>Advanced/Legendary Talents:</strong> Although blessedly isolated from much of Faerûn’s world-shaking events, Zakhara is still as grand and wondrous as that more northern continent in its own unique ways. Advanced and Legendary talents are well-known, if more in story-telling and poetry rather than direct experience. Many wizards and swordsmen have gone on to develop unprecedented techniques that stay in the mind’s eye of witnesses their entire lives, remastered by future generations following in their example.</p><p></p><p><strong>Technology Level:</strong> Zakhara has entered an unprecedented age of science and reason, although society is still in the pseudo-medieval level. The restrictions on gunpowder are just as present here as in the rest of Toril, although clockwork creations and constructs are an emerging art. Alchemy, both magical and mundane, is common, particularly among the al-Hadhar (city-dwelling) population.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/WK8OSM1.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>New Rules & Subsystems</strong></p><p></p><p><strong>Note:</strong> In addition to the AD&D sourcebooks, I highly recommend <a href="https://www.dmsguild.com/product/341520/Campaign-Guide-Zakhara--Adventures-in-the-Land-of-Fate-AlQadim-and-Forgotten-Realms-Sourcebook" target="_blank">Campaign Guide: Zakhara - Adventures in the Land of Fate.</a> It is found on the Dungeon Master’s Guild and updates the core setting and a lot of supplemental material to 5th Edition.</p><p></p><p><em>Calling Upon Fate:</em> This rule represents the mysterious whims of a cosmic force greater than even the gods. Fate has a bias in favor of the humble: in terms of mechanics this is akin to a Cleric’s Divine Intervention class feature, although the percentile dice chance is equal to 20 minus the invoker’s level or Station, whichever is greater. The nature of the intervention is subtle, taking the form of an auspiciously plausible coincidence. Instead of being restored upon a long rest, a successful invoking of Fate prevents a character from doing so again for a year and a day.</p><p></p><p><em>Class Kit:</em> As the AD&D equivalent of subclasses, class kits are additional benefits (and sometimes restrictions) put on top of a core class. As 5th Edition already has subclasses which more or less do this, they can be replicated this way along with the proper combination of casting and/or martial traditions.</p><p></p><p>But not all Zakharan kits hew close to modern archetypes. To encourage following a class kit’s path, PCs gain one bonus martial or magical talent in keeping with the kit’s theme. For example, an Astrologer can gain a Divination talent, a Barber an Alchemy talent, a Holy Slayer a Scout talent, and so on. Kits will be covered in the Popular Archetypes section.</p><p></p><p><em>Evil Eye:</em> Enemy of the proud and undoer of mighty works, the Evil Eye is a supernatural phenomenon that afflicts those who fail to show sufficient humility in their personal conduct. A character who acts in an arrogant manner, especially in regards to accepting undeserved praise and shows disrespect to the abilities of others, is at risk of this once per adventure. On a failed Charisma save (DC ranges from 12 to 20 based on the severity and past misdeeds) the character is afflicted with a spell or sphere effect with the [curse] descriptor, save that the duration lasts until the character learns the error of their ways. This is typically no more than the length of the current or the next adventure. Spell and sphere effects designed to ward against otherworldly intrusion and mental influences such as Hallow and Mind Shield grant advantage on this saving throw.</p><p></p><p><em>Station:</em> A PC has a Station score equal to their level (or Challenge Rating) plus their Charisma modifier, representing their favored status in the social hierarchy. PCs with the Leadership and/or Warleader spheres increase this further by a value equal to 1 (the base sphere, 2 if they have both spheres) plus the number of talents they have in the relevant sphere(s). Characters with a higher Station gain advantage on Charisma ability checks when interacting with those of lower Station, provided that they aren’t trying to conceal their Station from the target.</p><p></p><p>The Station of NPCs can differ based on their social role and status, with modifiers of +5 to +15 for political rulers and heads of state.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/kmy24pn.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Popular Archetypes</strong></p><p></p><p><em>Astrologers and Digitologists:</em> These wizardly traditions rely upon constellations and mathematical equations, taking longer to cast but with more precise effects. For a Spheres conversion they are rather interchangeable, and their Casting Tradition is best emulated via the following drawbacks: Extended Casting, Rigorous Concentration taken twice, and Skilled Casting for the appropriate skill or tool proficiency. Counting as five drawbacks, this grants them a lot of spell points, although taking the Aptitude boon can help for more accurate casting predictions. For Spheres they are as versatile as any wizard, although the Fate sphere’s various Motif talents can be appropriate for an Astrologer by being reflavored as constellations in the night sky. The Divination sphere’s Augury and Foresight talents are good for representing celestial predictions (astrologer) or calculating statistically probable future events (digitologist).</p><p></p><p><em>Barber:</em> This archetype can be reflected via the Equipment sphere’s Dagger Bravo talent reflecting the barber’s affinity with small bladed weapons. The Alchemy sphere, particularly talents with the [medicine] descriptor, are highly valued for the archetype’s beneficiary concoctions and often come with the Hippocratic Oath variant. As well-known rumormongers and gatherers, the Leadership sphere with the Detectives and Ground Team follower talents represent a barber’s information network.</p><p></p><p><em>Clockwork Mage:</em> Although not capable of spellcasting, these masters of mechanics were technically wizards in AD&D terminology. The Artificer Casting Tradition but with the Bonus Magic Talents swapped out for the Conjuration sphere plus one bonus talent in said sphere is a good means of replicating the original class kit. Conjuration’s Construct base talent is a must, while Extra Companion and the Group Summon advanced talent can help deploy a small army of their creations. Enhancement and Life spheres for improving and fixing their construct companions are good bonus spheres to have. Albeit perhaps with unique Variants where such abilities only work on the Construct type in exchange for bonus talents in the respective spheres.</p><p></p><p><em>Corsair:</em> The Pirate Martial Tradition is a no-brainer, with the Athletics sphere for swashbuckling mobility. In AD&D they were a ranger kit, and the Ranger spherecaster’s Blended Training grants them a casting tradition and some magical talents as well. Strong Lungs and the Shark Swim legendary talent are common choices for their seafaring life, and Rope Swing and Wall Stunt let them better take advantage of three-dimensional movement in combat.</p><p></p><p><em>Elementalists:</em> One of the most common arcane casters in the Land of Fate, they can be built in a similar way to Elemental Priests in the Dark Sun entry. They use the Traditional Magic casting tradition instead, and while most focus on a singular element a talented few can specialize in two. Three or four is possible, although the heavy amount of talents makes it a restrictive investment and may not be thematically appropriate depending on DM discretion.</p><p></p><p><em>Enlightened Clerics:</em> Unlike other settings, the Enlightened gods of Zakhara are worshiped together as part of a whole pantheon, with only a few people dedicating themselves wholly to one deity. Instead religious institutions are divided on sects and philosophies with their own takes on Enlightenment. Those seeking an “authentic” conversion should emphasize the Creation, Death, Divination, Enhancement, Life, Light, Mind, Protection, and Warp spheres for “major” cleric spheres. “Minor” spheres are those which pertain to the elements, typically Destruction and Nature. “Forbidden” spheres are ones related directly to animals and plants (Alteration and Nature’s plant geomancy package), Fate, Time, and Weather.</p><p></p><p>Beyond the spheres/domains common to Enlightenment, sects come with benefits. Typically speaking this can be replicated via granting access to the Leadership sphere talents as though they were magic talents, whether or not the Cleric has Blended Training. Pragmatists are used to a life of travel and have follower talents such as Hunters, Messengers, and Rangers, while Ethoists and Moralists have more direct ties to their communities and have talents such as Base of Operations and Managers. All priests commonly take the Healers and Priests follower talents, with Soldiers a popular choice among Moralists.</p><p></p><p><em>Ghul Lord:</em> This archetype is typically a Soul Weaver, and if they have access to a Martial Tradition they pick one that grants proficiency in sword-like weapons (scimitar, longsword, etc) and Unarmored Training if possible. They specialize in the Death sphere, and their Manipulations from AD&D can be converted in a variety of ways: Attack Manipulations via the Destruction sphere (especially necrotic damage blast types), Defense Manipulations the Protection sphere (especially barriers as a ward type), Informative Manipulations the Divination sphere, and Movement Manipulations the Warp Sphere.</p><p></p><p><em>Hakima/Hakim:</em> A Casting Tradition with the Skilled Casting drawback and Aptitude boon (both tied to Insight) best simulates these supernatural seers of truth. The Divination sphere is essential, with Detect Information, Detect Background, and Detect Secrets as common (divine) talents. Blindfolded Oracle, Discern Individual, and True Seeing are ideal (sense) talents.</p><p></p><p><em>Holy Slayer:</em> Depending on their order, a holy slayer’s Martial Tradition and Equipment sphere talents can vary widely in terms of potential weapon proficiencies. The Scout sphere is very common, particularly for research talents which enhance their attacks against scouted targets. Hidden Appearance is good for gaining proficiency (or doubling it) with disguise kits, while Sense and Resist Scrying is good for eluding magical senses. The Leadership sphere’s Detectives and Friends in Low Places follower talents represent connections to the order. The ability to send and receive encrypted messages via Linguists and Merchants follower talents are also favored options, if a bit situational. The Alter Ego class, particularly the Vigilante subclass, is a great representation of the double lives holy slayers lead.</p><p></p><p><em>Jackal:</em> This class kit can be best replicated via the Prodigy's Mimic subclass, or other roguish classes and subclasses (Alter Ego, Conscript’s Knave, Artisan’s Sapper, Striker’s Skirmishing Scout, the Scoundrel and Trap spheres) with the Magical Training feat. Or if unable to gain access to said feat, a gish class or subclass, or taking Magic Spheres Adept as a Fighting Style. The Universal sphere’s dispel package, along with the Spellthief dispel talent, are the abilities virtually every jackal learns. Various manabond talents such as Flow, Incompetence, and Misdirection are also good choices.</p><p></p><p><em>Kahin:</em> This class kit can be built similar to a Druid, although their warrior-style nonweapon proficiencies lend themselves well to a gish type. Beastmastery and Trap are common martial sphere options, while their immunities as a high-level Aged Master can be represented via the Protection sphere’s Adaption advanced talent and the Nature sphere’s Resist Elements talent.</p><p></p><p><em>Mageweaver:</em> The Traditional Magic Casting Tradition but with the Physical Magic boon in the form of woven fabrics is a faithful adaptation of this class kit.</p><p></p><p><em>Mamluk:</em> Mamluk soldiers have all kinds of martial traditions and spheres, although there’s a few commonalities representing their dedication and drive in the service of the Caliphate. The Gladiator sphere’s Uncowed demoralize talent helps them resist falling to fear, while the Berserker’s Deathless talent ensures that they hold off from death’s door a little while longer. The Guardian sphere is common for those acting as bodyguards.</p><p></p><p><em>Merchant-Rogue:</em> The Trader archetype from the Dark Sun entry in this thread does a good job simulating this class kit in al-Qadim.</p><p></p><p><em>Mystic of Nog:</em> Less a traditional spellcaster and more of a gish, this archetype focuses on spells of personal physical empowerment. The Alteration, Enhancement, and Life spheres are appropriate here, but with the Lycanthropic, Personal Magics, and Regenerate variants given that they can only affect themselves with such magic.</p><p></p><p><em>Mystics:</em> As Enlightened Priests, but their emphasis on worship via a certain activity is emulated via the Skilled Casting drawback and Aptitude boon corresponding to their religion’s favored skill or tool proficiency.</p><p></p><p><em>Shai’r:</em> These mages have a diverse array of spells befitting arcane spellcasters, although their elemental familiars and the ability to call upon genies for aid is best represented via the Conjuration sphere. The Elemental form talent is a good baseline for summoned allies, while the Calling and Diagram advanced talents are good for compelling genies into service. The Warp sphere’s Planeshift is common at higher levels given the sha’ir’s affairs and errands among the elemental planes. The Object Bound variant for Conjuration, usually in the form of a lamp or ring, is quite thematically appropriate.</p><p></p><p><em>Spellslayer:</em> This class kit can be built much like the suggestions for Jackals. Strongly focused in antimagic abilities, the Universal sphere’s Dispel package and associated talents are their primary means of overcoming spellcasting foes. Counterspell is a common choice, as is Disorient and Greater Dispel. The Destruction sphere with the Disrupting blast type and blade blast shape help instill antimagic abilities directly into their physical attacks.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8344282, member: 6750502"] [center][img]https://i.imgur.com/bgwdR6k.jpeg[/img] [b]Spheres of Fate: the Spheres System for Al-Qadim[/b][/center] A land united by faith and empire, where the petty racial bigotries that plague other worlds have been left in the past. Adventurers explore the endless sands, lush jungles of ruined kingdoms, and the countless islands of torrential seas, with Fate as their ultimate guide. This is Zakhara, home to a thousand and one tales and many more of your own creation! [b]Major Traditions:[/b] Magical traditions in the Land of Fate follow more specific paths than in other settings. The “classic” traditions that follow the AD&D core classes are present, while more esoteric options are typically brought from foreign shores or unearthed from the lore of the Ruined Kingdoms and Unenlightened peoples. Many arcane spellcasters are affiliated with one of the four elements derived from their own potential or granted to them by genies. Divine casters tend to honor the Enlightened gods, gaining spheres appropriate to their areas of influence. Instead of Druids, there are Kahin, Unenlightened priests and priestesses who derive their power from idols. [b]Advanced/Legendary Talents:[/b] Although blessedly isolated from much of Faerûn’s world-shaking events, Zakhara is still as grand and wondrous as that more northern continent in its own unique ways. Advanced and Legendary talents are well-known, if more in story-telling and poetry rather than direct experience. Many wizards and swordsmen have gone on to develop unprecedented techniques that stay in the mind’s eye of witnesses their entire lives, remastered by future generations following in their example. [b]Technology Level:[/b] Zakhara has entered an unprecedented age of science and reason, although society is still in the pseudo-medieval level. The restrictions on gunpowder are just as present here as in the rest of Toril, although clockwork creations and constructs are an emerging art. Alchemy, both magical and mundane, is common, particularly among the al-Hadhar (city-dwelling) population. [center][img]https://i.imgur.com/WK8OSM1.jpeg[/img] [b]New Rules & Subsystems[/b][/center] [b]Note:[/b] In addition to the AD&D sourcebooks, I highly recommend [url=https://www.dmsguild.com/product/341520/Campaign-Guide-Zakhara--Adventures-in-the-Land-of-Fate-AlQadim-and-Forgotten-Realms-Sourcebook]Campaign Guide: Zakhara - Adventures in the Land of Fate.[/url] It is found on the Dungeon Master’s Guild and updates the core setting and a lot of supplemental material to 5th Edition. [i]Calling Upon Fate:[/i] This rule represents the mysterious whims of a cosmic force greater than even the gods. Fate has a bias in favor of the humble: in terms of mechanics this is akin to a Cleric’s Divine Intervention class feature, although the percentile dice chance is equal to 20 minus the invoker’s level or Station, whichever is greater. The nature of the intervention is subtle, taking the form of an auspiciously plausible coincidence. Instead of being restored upon a long rest, a successful invoking of Fate prevents a character from doing so again for a year and a day. [i]Class Kit:[/i] As the AD&D equivalent of subclasses, class kits are additional benefits (and sometimes restrictions) put on top of a core class. As 5th Edition already has subclasses which more or less do this, they can be replicated this way along with the proper combination of casting and/or martial traditions. But not all Zakharan kits hew close to modern archetypes. To encourage following a class kit’s path, PCs gain one bonus martial or magical talent in keeping with the kit’s theme. For example, an Astrologer can gain a Divination talent, a Barber an Alchemy talent, a Holy Slayer a Scout talent, and so on. Kits will be covered in the Popular Archetypes section. [i]Evil Eye:[/i] Enemy of the proud and undoer of mighty works, the Evil Eye is a supernatural phenomenon that afflicts those who fail to show sufficient humility in their personal conduct. A character who acts in an arrogant manner, especially in regards to accepting undeserved praise and shows disrespect to the abilities of others, is at risk of this once per adventure. On a failed Charisma save (DC ranges from 12 to 20 based on the severity and past misdeeds) the character is afflicted with a spell or sphere effect with the [curse] descriptor, save that the duration lasts until the character learns the error of their ways. This is typically no more than the length of the current or the next adventure. Spell and sphere effects designed to ward against otherworldly intrusion and mental influences such as Hallow and Mind Shield grant advantage on this saving throw. [i]Station:[/i] A PC has a Station score equal to their level (or Challenge Rating) plus their Charisma modifier, representing their favored status in the social hierarchy. PCs with the Leadership and/or Warleader spheres increase this further by a value equal to 1 (the base sphere, 2 if they have both spheres) plus the number of talents they have in the relevant sphere(s). Characters with a higher Station gain advantage on Charisma ability checks when interacting with those of lower Station, provided that they aren’t trying to conceal their Station from the target. The Station of NPCs can differ based on their social role and status, with modifiers of +5 to +15 for political rulers and heads of state. [center][img]https://i.imgur.com/kmy24pn.jpeg[/img] [b]Popular Archetypes[/b][/center] [i]Astrologers and Digitologists:[/i] These wizardly traditions rely upon constellations and mathematical equations, taking longer to cast but with more precise effects. For a Spheres conversion they are rather interchangeable, and their Casting Tradition is best emulated via the following drawbacks: Extended Casting, Rigorous Concentration taken twice, and Skilled Casting for the appropriate skill or tool proficiency. Counting as five drawbacks, this grants them a lot of spell points, although taking the Aptitude boon can help for more accurate casting predictions. For Spheres they are as versatile as any wizard, although the Fate sphere’s various Motif talents can be appropriate for an Astrologer by being reflavored as constellations in the night sky. The Divination sphere’s Augury and Foresight talents are good for representing celestial predictions (astrologer) or calculating statistically probable future events (digitologist). [i]Barber:[/i] This archetype can be reflected via the Equipment sphere’s Dagger Bravo talent reflecting the barber’s affinity with small bladed weapons. The Alchemy sphere, particularly talents with the [medicine] descriptor, are highly valued for the archetype’s beneficiary concoctions and often come with the Hippocratic Oath variant. As well-known rumormongers and gatherers, the Leadership sphere with the Detectives and Ground Team follower talents represent a barber’s information network. [i]Clockwork Mage:[/i] Although not capable of spellcasting, these masters of mechanics were technically wizards in AD&D terminology. The Artificer Casting Tradition but with the Bonus Magic Talents swapped out for the Conjuration sphere plus one bonus talent in said sphere is a good means of replicating the original class kit. Conjuration’s Construct base talent is a must, while Extra Companion and the Group Summon advanced talent can help deploy a small army of their creations. Enhancement and Life spheres for improving and fixing their construct companions are good bonus spheres to have. Albeit perhaps with unique Variants where such abilities only work on the Construct type in exchange for bonus talents in the respective spheres. [i]Corsair:[/i] The Pirate Martial Tradition is a no-brainer, with the Athletics sphere for swashbuckling mobility. In AD&D they were a ranger kit, and the Ranger spherecaster’s Blended Training grants them a casting tradition and some magical talents as well. Strong Lungs and the Shark Swim legendary talent are common choices for their seafaring life, and Rope Swing and Wall Stunt let them better take advantage of three-dimensional movement in combat. [i]Elementalists:[/i] One of the most common arcane casters in the Land of Fate, they can be built in a similar way to Elemental Priests in the Dark Sun entry. They use the Traditional Magic casting tradition instead, and while most focus on a singular element a talented few can specialize in two. Three or four is possible, although the heavy amount of talents makes it a restrictive investment and may not be thematically appropriate depending on DM discretion. [i]Enlightened Clerics:[/i] Unlike other settings, the Enlightened gods of Zakhara are worshiped together as part of a whole pantheon, with only a few people dedicating themselves wholly to one deity. Instead religious institutions are divided on sects and philosophies with their own takes on Enlightenment. Those seeking an “authentic” conversion should emphasize the Creation, Death, Divination, Enhancement, Life, Light, Mind, Protection, and Warp spheres for “major” cleric spheres. “Minor” spheres are those which pertain to the elements, typically Destruction and Nature. “Forbidden” spheres are ones related directly to animals and plants (Alteration and Nature’s plant geomancy package), Fate, Time, and Weather. Beyond the spheres/domains common to Enlightenment, sects come with benefits. Typically speaking this can be replicated via granting access to the Leadership sphere talents as though they were magic talents, whether or not the Cleric has Blended Training. Pragmatists are used to a life of travel and have follower talents such as Hunters, Messengers, and Rangers, while Ethoists and Moralists have more direct ties to their communities and have talents such as Base of Operations and Managers. All priests commonly take the Healers and Priests follower talents, with Soldiers a popular choice among Moralists. [i]Ghul Lord:[/i] This archetype is typically a Soul Weaver, and if they have access to a Martial Tradition they pick one that grants proficiency in sword-like weapons (scimitar, longsword, etc) and Unarmored Training if possible. They specialize in the Death sphere, and their Manipulations from AD&D can be converted in a variety of ways: Attack Manipulations via the Destruction sphere (especially necrotic damage blast types), Defense Manipulations the Protection sphere (especially barriers as a ward type), Informative Manipulations the Divination sphere, and Movement Manipulations the Warp Sphere. [i]Hakima/Hakim:[/i] A Casting Tradition with the Skilled Casting drawback and Aptitude boon (both tied to Insight) best simulates these supernatural seers of truth. The Divination sphere is essential, with Detect Information, Detect Background, and Detect Secrets as common (divine) talents. Blindfolded Oracle, Discern Individual, and True Seeing are ideal (sense) talents. [i]Holy Slayer:[/i] Depending on their order, a holy slayer’s Martial Tradition and Equipment sphere talents can vary widely in terms of potential weapon proficiencies. The Scout sphere is very common, particularly for research talents which enhance their attacks against scouted targets. Hidden Appearance is good for gaining proficiency (or doubling it) with disguise kits, while Sense and Resist Scrying is good for eluding magical senses. The Leadership sphere’s Detectives and Friends in Low Places follower talents represent connections to the order. The ability to send and receive encrypted messages via Linguists and Merchants follower talents are also favored options, if a bit situational. The Alter Ego class, particularly the Vigilante subclass, is a great representation of the double lives holy slayers lead. [i]Jackal:[/i] This class kit can be best replicated via the Prodigy's Mimic subclass, or other roguish classes and subclasses (Alter Ego, Conscript’s Knave, Artisan’s Sapper, Striker’s Skirmishing Scout, the Scoundrel and Trap spheres) with the Magical Training feat. Or if unable to gain access to said feat, a gish class or subclass, or taking Magic Spheres Adept as a Fighting Style. The Universal sphere’s dispel package, along with the Spellthief dispel talent, are the abilities virtually every jackal learns. Various manabond talents such as Flow, Incompetence, and Misdirection are also good choices. [i]Kahin:[/i] This class kit can be built similar to a Druid, although their warrior-style nonweapon proficiencies lend themselves well to a gish type. Beastmastery and Trap are common martial sphere options, while their immunities as a high-level Aged Master can be represented via the Protection sphere’s Adaption advanced talent and the Nature sphere’s Resist Elements talent. [i]Mageweaver:[/i] The Traditional Magic Casting Tradition but with the Physical Magic boon in the form of woven fabrics is a faithful adaptation of this class kit. [i]Mamluk:[/i] Mamluk soldiers have all kinds of martial traditions and spheres, although there’s a few commonalities representing their dedication and drive in the service of the Caliphate. The Gladiator sphere’s Uncowed demoralize talent helps them resist falling to fear, while the Berserker’s Deathless talent ensures that they hold off from death’s door a little while longer. The Guardian sphere is common for those acting as bodyguards. [i]Merchant-Rogue:[/i] The Trader archetype from the Dark Sun entry in this thread does a good job simulating this class kit in al-Qadim. [i]Mystic of Nog:[/i] Less a traditional spellcaster and more of a gish, this archetype focuses on spells of personal physical empowerment. The Alteration, Enhancement, and Life spheres are appropriate here, but with the Lycanthropic, Personal Magics, and Regenerate variants given that they can only affect themselves with such magic. [i]Mystics:[/i] As Enlightened Priests, but their emphasis on worship via a certain activity is emulated via the Skilled Casting drawback and Aptitude boon corresponding to their religion’s favored skill or tool proficiency. [i]Shai’r:[/i] These mages have a diverse array of spells befitting arcane spellcasters, although their elemental familiars and the ability to call upon genies for aid is best represented via the Conjuration sphere. The Elemental form talent is a good baseline for summoned allies, while the Calling and Diagram advanced talents are good for compelling genies into service. The Warp sphere’s Planeshift is common at higher levels given the sha’ir’s affairs and errands among the elemental planes. The Object Bound variant for Conjuration, usually in the form of a lamp or ring, is quite thematically appropriate. [i]Spellslayer:[/i] This class kit can be built much like the suggestions for Jackals. Strongly focused in antimagic abilities, the Universal sphere’s Dispel package and associated talents are their primary means of overcoming spellcasting foes. Counterspell is a common choice, as is Disorient and Greater Dispel. The Destruction sphere with the Disrupting blast type and blade blast shape help instill antimagic abilities directly into their physical attacks. [/QUOTE]
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[Creative] Spheres of Power & Might by Setting
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