Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Spheres of Power & Might for 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Libertad" data-source="post: 8368839" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/OrWsnzy.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Chapter 5: Additional Rules</strong></p><p></p><p>This chapter covers three additions for Spheres-using games: new feats, sidekicks, and wild magic. As we covered that last one in our review of the Universal sphere, we’ll cover just the first two.</p><p></p><p>We have eight new <a href="http://spheres5e.wikidot.com/feats" target="_blank"><strong>Feats.</strong></a> Five of those are broad in scope: Additional Boon gives a bonus casting tradition boon, Extra Spell Points grants more Spell Points equal to one’s Proficiency Bonus, and Magical Training grants the character a casting tradition. In this last case, the feat is swapped out for an appropriate one if the character ever multiclasses into a proper spherecasting class. Two feats can be taken multiple times: Extra Magic Talents grants +1 to a Key Ability Score and a bonus magic talent, while Magical Expertise grants two bonus magic talents.</p><p></p><p>The three remaining feats are narrower in scope. Photosynthesis requires the Light sphere but allows the character to heal better and faster in bright light and avoid the need for food or drink if they get an hour’s worth of sunlight. Transformation grants the character an Alteration (genotype) talent and a limited number of bonus traits based on level. Finally, Venomous Soul requires the character to have appropriate Alteration sphere talents or natural abilities which grant them innate poison. The character can spit their poison as a ranged attack, spray poison onto foes who crit them in melee, and apply their poison to a weapon or unarmed strike via their own blood (in exchange for some minor damage).</p><p></p><p>Extra Magic Talent and Magical Expertise clearly stand out in that they give out talents. Magical Training is something to take for dabbler types, and it’s better than the Magic Spheres Adept Fighting Style given that it grants some Spell Points. Additional Boon is more situational given that the same result can be taken via the right Drawbacks. Transformation and Venomous Soul are specific towards certain builds, and as poison is a commonly resisted/immune damage type and condition the latter may not be very attractive. If anything Transformation is more restrictive on account that someone taking Magical Training can grant up to 3 Alteration talents effectively (2 from casting tradition, 1 from Lycanthropic Drawback), although the Transformation feat equivalent is indefinite and non-Concentration in duration which may be useful for some builds.</p><p></p><p><a href="http://spheres5e.wikidot.com/sidekicks" target="_blank"><strong>Sidekicks</strong></a> is based on the system from Tasha’s Cauldron of Everything. An NPC ally of CR ½ or less has a special kind of class added to them which is inferior to the core classes but still allows a sense of progression when adventuring with the PCs. The book notes that Sidekicks are better supported in Spheres of Might given that book’s Leadership sphere, although we get a Spherecaster class for this book. Basically it has poor progression in both Spell Points and magic talents, and its unique class features include the limited regaining of Spell Points during a short rest based on class level and at 20th level are immune to losing Concentration due to damage on a magic sphere effect or spell.</p><p></p><p>Sidekicks are a neat idea, although the application gives me pause. There’s an awful lot of different creatures and NPC types who in spite of a fractional CR can be far more effective than others. Pixies are CR ¼ but come with a generous helping of useful magical abilities, while the CR ½ Thug is one of the best options for a generic “melee attacker” type.</p><p></p><p style="text-align: center"><strong>Chapter 6: Game Master’s Guide</strong></p><p></p><p>This super-short chapter has three brief outlines on adopting the Spheres system for personalized campaign content. The first part, <a href="http://spheres5e.wikidot.com/game-master-s-guide" target="_blank"><strong>Creating Custom Options,</strong></a> talks about making new talents and balancing them against existing guidelines. It shows off a new Mind sphere talent, Command Computer, as the kind of magic that would show up in a more modern/science fantasy style world.</p><p></p><p><a href="http://spheres5e.wikidot.com/magic-items" target="_blank"><strong>Creating Magic Items</strong></a> provides 3 new spherecaster-exclusive magic items. Robe of the Spherecaster grants an AC and saving throw bonus against three magic spheres of the attuned user’s choice, while Rod of the Spherecaster adds an equivalent bonus to spell attack rolls and save DCs of three chosen magic spheres. Wand of the Spherecaster is different, granting 2-6 charges based on rarity which can substitute for Spell Points for a single magic sphere chosen at the time of attunement. <strong>Scrolls and Spheres of Power</strong> discusses ideas on how to incorporate scrolls as treasure in a party where only spherecasters are played. The three options are as follows: pherecasters can choose a single Vancian class’ spell list to be able to be used for the purpose of activating scrolls, a scroll can be used if the spherecaster has a sphere thematically-related to the spell in question, and/or only spherecasters who can cast spells as rituals can make use of scrolls.</p><p></p><p>I overall like this new material albeit not to a strong degree. The Custom Options is useful advice, while the Magic Items give spherecasters cool toys to play with that directly enhance their abilities. I do like how scrolls still have a place in Spheres-only games too, choosing to adopt a common magical treasure rather than replacing it wholesale or axing it without any thought to the repercussions of those poor, poor treasure generation tables.</p><p></p><p><strong>Final Thoughts (on Spheres of Power):</strong> Over the past year I’ve reviewed many 3rd party books for 5th Edition ranging in quality, and Spheres of Power is perhaps one of my favorites. It more or less succeeded on its proposed mission statement of being a highly customizable alternative magic system, and that it managed to do so in the comparatively-restrictive* 5th Edition is all the more impressive. The sample builds I managed to create show that converting characters from various bits of popular media is doable without the need for excessive homebrew and multiclassing. The number of options is impressive, but they manage to be mechanically balanced and meaningful choices unlike the worst glut of 3.5/Pathfinder options. There are some options that fall short, but overall these are more individualized cases than systemic issues.</p><p></p><p>*to the original Pathfinder rules.</p><p></p><p>But before ending this review, I wanted to touch upon broad strokes of the Spheres system’s advantages and disadvantages in comparison the core rules. Previously I covered things on a sphere-by-sphere basis, now I’m painting in broad strokes.</p><p></p><p style="text-align: center"><strong>What Spheres of Power Can Do That Default Casters Can’t </strong></p><p></p><p><strong>Buff Stacking:</strong> The ability to cast virtually any spell without Concentration if properly Augmented is a major game-changer for buffs. The limitation is Spell Points and the likelihood that such enhancements won’t last beyond a fight or two, but it’s still significant for parties that have lots of Spell Points to burn and/or have a sparse assortment of encounters.</p><p></p><p><strong>Character Customization:</strong> Although 5e’s default spells run a diverse gamut, Spheres of Power allows for more fine-tuning on every significant aspect of your character, from how they cast their magic to what magic they have access to to even modifications on how the spells themselves are cast.</p><p></p><p><strong>Cheap Magic:</strong> Even the Material Casting Drawback’s gold piece requirements quickly become trivial if using typical treasure generation rules. There are no sphere effects requiring hundreds or thousands of gold pieces worth of magical components to cast. As gold isn’t as important for PC advancement in 5e as the previous two Editions, this is more of a flavor choice than a significant game-altering one.</p><p></p><p><strong>Less GM Fiat:</strong> Even the broadly-applicable Illusion sphere has alternative talents with more explicit benefits. Many sphere effects and talents have precisely-worded rules over vague implications, and in cases where new rules and sub-systems are needed they are provided within easy page-flipping distance.</p><p></p><p><strong>Long-Range Magic:</strong> As I discussed with the Universal sphere’s Reaching talents, it requires a moderate investment of talents to make a long-ranged caster. Spherecasters can more easily approach the range values of 3.5/Pathfinder magic save for all but the Long range spells of those latter systems...and perhaps even more with the Extreme Reach Advanced Talent!</p><p></p><p><strong>Lots of At-Will Effects:</strong> Most core classes learn 2 cantrips at character creation, and may have 5-6 by the highest levels. A few Warlock invocations allow for at-will casting, but for very specific spells. Otherwise most spells and many class features refresh based on short and long rests. In Spheres of Power, virtually every Sphere at its basic level grants effects which can be used for free, along with many talents which grant new and altered effects. Even at low levels a spherecaster can pick up enough at-will magic effects to dwarf a core caster’s cantrips, while Universal’s metasphere package grants three cantrips for free!</p><p></p><p style="text-align: center"><strong>What Default Casters Can Do That Spheres of Power Can’t</strong></p><p></p><p><strong>Highest of the High-Powered Magic:</strong> Although Spheres of Power can simulate a broad arrangement of D&D power levels, the high-level spells on par with Meteor Swarm and Wish aren’t replicable in the Spheres system barring a few exceptions. Meteor Swarm is still the king of damage, Shapechange can change you into adult dragons with most of the abilities thereof, and Simulacrum can create semi-permanent clones with the original’s abilities. There are some Advanced Talents which can approach or mimic the power level of such spells, although overall a core Vancian caster still has a higher ceiling which they can clear.</p><p></p><p><strong>Higher Floor for Damaging Spells:</strong> Particularly at lower levels, Vancian casters have a better minimum damage die for several spells such as Fireball and a higher max damage cap for the 9th-level slots. Eldritch Blast is a d10 making it edge out most d8-based at-will damaging sphere effects. Spherecasters can catch up, although their secondary effects for things like blast type talents are meant to make up for this. When it comes to pure damage-dealing spells, Vancian casters win out overall.</p><p></p><p><strong>Wholesale Spell Replacement:</strong> In the case of Clerics, Druids, and Wizards with long spellbooks, Vancian casters can more easily rebuild their entire character magically-speaking between long rests. Spherecasters have options which let them temporarily gain access to and swap out talents, but only ever a few at a time. Vancian casters with a respectable prepared spell list have more freedom to remake themselves at middle to high levels.</p><p></p><p><strong>Join us next time as we cover the martial side of this magical equation with Spheres of Might!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8368839, member: 6750502"] [center][img]https://i.imgur.com/OrWsnzy.png[/img] [b]Chapter 5: Additional Rules[/b][/center] This chapter covers three additions for Spheres-using games: new feats, sidekicks, and wild magic. As we covered that last one in our review of the Universal sphere, we’ll cover just the first two. We have eight new [url=http://spheres5e.wikidot.com/feats][b]Feats.[/b][/url] Five of those are broad in scope: Additional Boon gives a bonus casting tradition boon, Extra Spell Points grants more Spell Points equal to one’s Proficiency Bonus, and Magical Training grants the character a casting tradition. In this last case, the feat is swapped out for an appropriate one if the character ever multiclasses into a proper spherecasting class. Two feats can be taken multiple times: Extra Magic Talents grants +1 to a Key Ability Score and a bonus magic talent, while Magical Expertise grants two bonus magic talents. The three remaining feats are narrower in scope. Photosynthesis requires the Light sphere but allows the character to heal better and faster in bright light and avoid the need for food or drink if they get an hour’s worth of sunlight. Transformation grants the character an Alteration (genotype) talent and a limited number of bonus traits based on level. Finally, Venomous Soul requires the character to have appropriate Alteration sphere talents or natural abilities which grant them innate poison. The character can spit their poison as a ranged attack, spray poison onto foes who crit them in melee, and apply their poison to a weapon or unarmed strike via their own blood (in exchange for some minor damage). Extra Magic Talent and Magical Expertise clearly stand out in that they give out talents. Magical Training is something to take for dabbler types, and it’s better than the Magic Spheres Adept Fighting Style given that it grants some Spell Points. Additional Boon is more situational given that the same result can be taken via the right Drawbacks. Transformation and Venomous Soul are specific towards certain builds, and as poison is a commonly resisted/immune damage type and condition the latter may not be very attractive. If anything Transformation is more restrictive on account that someone taking Magical Training can grant up to 3 Alteration talents effectively (2 from casting tradition, 1 from Lycanthropic Drawback), although the Transformation feat equivalent is indefinite and non-Concentration in duration which may be useful for some builds. [url=http://spheres5e.wikidot.com/sidekicks][b]Sidekicks[/b][/url] is based on the system from Tasha’s Cauldron of Everything. An NPC ally of CR ½ or less has a special kind of class added to them which is inferior to the core classes but still allows a sense of progression when adventuring with the PCs. The book notes that Sidekicks are better supported in Spheres of Might given that book’s Leadership sphere, although we get a Spherecaster class for this book. Basically it has poor progression in both Spell Points and magic talents, and its unique class features include the limited regaining of Spell Points during a short rest based on class level and at 20th level are immune to losing Concentration due to damage on a magic sphere effect or spell. Sidekicks are a neat idea, although the application gives me pause. There’s an awful lot of different creatures and NPC types who in spite of a fractional CR can be far more effective than others. Pixies are CR ¼ but come with a generous helping of useful magical abilities, while the CR ½ Thug is one of the best options for a generic “melee attacker” type. [center][b]Chapter 6: Game Master’s Guide[/b][/center] This super-short chapter has three brief outlines on adopting the Spheres system for personalized campaign content. The first part, [url=http://spheres5e.wikidot.com/game-master-s-guide][b]Creating Custom Options,[/b][/url] talks about making new talents and balancing them against existing guidelines. It shows off a new Mind sphere talent, Command Computer, as the kind of magic that would show up in a more modern/science fantasy style world. [url=http://spheres5e.wikidot.com/magic-items][b]Creating Magic Items[/b][/url] provides 3 new spherecaster-exclusive magic items. Robe of the Spherecaster grants an AC and saving throw bonus against three magic spheres of the attuned user’s choice, while Rod of the Spherecaster adds an equivalent bonus to spell attack rolls and save DCs of three chosen magic spheres. Wand of the Spherecaster is different, granting 2-6 charges based on rarity which can substitute for Spell Points for a single magic sphere chosen at the time of attunement. [b]Scrolls and Spheres of Power[/b] discusses ideas on how to incorporate scrolls as treasure in a party where only spherecasters are played. The three options are as follows: pherecasters can choose a single Vancian class’ spell list to be able to be used for the purpose of activating scrolls, a scroll can be used if the spherecaster has a sphere thematically-related to the spell in question, and/or only spherecasters who can cast spells as rituals can make use of scrolls. I overall like this new material albeit not to a strong degree. The Custom Options is useful advice, while the Magic Items give spherecasters cool toys to play with that directly enhance their abilities. I do like how scrolls still have a place in Spheres-only games too, choosing to adopt a common magical treasure rather than replacing it wholesale or axing it without any thought to the repercussions of those poor, poor treasure generation tables. [b]Final Thoughts (on Spheres of Power):[/b] Over the past year I’ve reviewed many 3rd party books for 5th Edition ranging in quality, and Spheres of Power is perhaps one of my favorites. It more or less succeeded on its proposed mission statement of being a highly customizable alternative magic system, and that it managed to do so in the comparatively-restrictive* 5th Edition is all the more impressive. The sample builds I managed to create show that converting characters from various bits of popular media is doable without the need for excessive homebrew and multiclassing. The number of options is impressive, but they manage to be mechanically balanced and meaningful choices unlike the worst glut of 3.5/Pathfinder options. There are some options that fall short, but overall these are more individualized cases than systemic issues. *to the original Pathfinder rules. But before ending this review, I wanted to touch upon broad strokes of the Spheres system’s advantages and disadvantages in comparison the core rules. Previously I covered things on a sphere-by-sphere basis, now I’m painting in broad strokes. [center][b]What Spheres of Power Can Do That Default Casters Can’t [/b][/center] [b]Buff Stacking:[/b] The ability to cast virtually any spell without Concentration if properly Augmented is a major game-changer for buffs. The limitation is Spell Points and the likelihood that such enhancements won’t last beyond a fight or two, but it’s still significant for parties that have lots of Spell Points to burn and/or have a sparse assortment of encounters. [b]Character Customization:[/b] Although 5e’s default spells run a diverse gamut, Spheres of Power allows for more fine-tuning on every significant aspect of your character, from how they cast their magic to what magic they have access to to even modifications on how the spells themselves are cast. [b]Cheap Magic:[/b] Even the Material Casting Drawback’s gold piece requirements quickly become trivial if using typical treasure generation rules. There are no sphere effects requiring hundreds or thousands of gold pieces worth of magical components to cast. As gold isn’t as important for PC advancement in 5e as the previous two Editions, this is more of a flavor choice than a significant game-altering one. [b]Less GM Fiat:[/b] Even the broadly-applicable Illusion sphere has alternative talents with more explicit benefits. Many sphere effects and talents have precisely-worded rules over vague implications, and in cases where new rules and sub-systems are needed they are provided within easy page-flipping distance. [b]Long-Range Magic:[/b] As I discussed with the Universal sphere’s Reaching talents, it requires a moderate investment of talents to make a long-ranged caster. Spherecasters can more easily approach the range values of 3.5/Pathfinder magic save for all but the Long range spells of those latter systems...and perhaps even more with the Extreme Reach Advanced Talent! [b]Lots of At-Will Effects:[/b] Most core classes learn 2 cantrips at character creation, and may have 5-6 by the highest levels. A few Warlock invocations allow for at-will casting, but for very specific spells. Otherwise most spells and many class features refresh based on short and long rests. In Spheres of Power, virtually every Sphere at its basic level grants effects which can be used for free, along with many talents which grant new and altered effects. Even at low levels a spherecaster can pick up enough at-will magic effects to dwarf a core caster’s cantrips, while Universal’s metasphere package grants three cantrips for free! [center][b]What Default Casters Can Do That Spheres of Power Can’t[/b][/center] [b]Highest of the High-Powered Magic:[/b] Although Spheres of Power can simulate a broad arrangement of D&D power levels, the high-level spells on par with Meteor Swarm and Wish aren’t replicable in the Spheres system barring a few exceptions. Meteor Swarm is still the king of damage, Shapechange can change you into adult dragons with most of the abilities thereof, and Simulacrum can create semi-permanent clones with the original’s abilities. There are some Advanced Talents which can approach or mimic the power level of such spells, although overall a core Vancian caster still has a higher ceiling which they can clear. [b]Higher Floor for Damaging Spells:[/b] Particularly at lower levels, Vancian casters have a better minimum damage die for several spells such as Fireball and a higher max damage cap for the 9th-level slots. Eldritch Blast is a d10 making it edge out most d8-based at-will damaging sphere effects. Spherecasters can catch up, although their secondary effects for things like blast type talents are meant to make up for this. When it comes to pure damage-dealing spells, Vancian casters win out overall. [b]Wholesale Spell Replacement:[/b] In the case of Clerics, Druids, and Wizards with long spellbooks, Vancian casters can more easily rebuild their entire character magically-speaking between long rests. Spherecasters have options which let them temporarily gain access to and swap out talents, but only ever a few at a time. Vancian casters with a respectable prepared spell list have more freedom to remake themselves at middle to high levels. [b]Join us next time as we cover the martial side of this magical equation with Spheres of Might![/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Spheres of Power & Might for 5e
Top