In this last case, one can spend a talent to “unlock” access to a new sphere.Īlthough there are new classes (and spherecaster versions of existing classes), this book for the most part does not restrict certain kinds of magic by class or subclass: all of the options within are meant to be customized for players to build their caster concepts just right, defining choices as “here is what they do” rather than setting down mandates by fluff or setting, promising versatility “without the need for complex multiclassing and homebrewed subclasses.” Barring optional Advanced Talents, talents can be spent more or less without restriction and in any order desired provided one has the appropriate sphere. Each sphere has talents which grant new magic sphere effects or new ways to exploit existing sphere effects, and characters gain talents by leveling up or via feats. Casting traditions are open-ended thematic explanations of how a spherecaster wields their magic, while spheres proper encompass a broad umbrella of related supernatural powers known as magic sphere effects. In short, the types of magic-users in this system are referred to as spherecasters to separate them from the core rules’ Vancian magic system. This short chapter outlines the basics of Spheres of Power. ![]() Instead I’ll offer more personal opinions, interesting combos between spheres and classes where warranted, and several overall faithful conversions of characters from various shows, video games, and other media to show how much the Spheres system can deliver on their vaunted promises. Due to this, I’m going to do less paraphrasing than I’d usually do. I’ll note that the vast majority of the two books’ content are OGL and have their own online Wiki. Although there are some things the Spheres system cannot do, overall it can very easily replace the default classes and options in 5e with a minimum of fuss. ![]() While far from an exhaustive playtest, I have run a few games using the Spheres books and overall the options are pretty balanced while also being useful. As 5e has much less emphasis on character customization and toolkit-style approaches to rules, it was debatable to what extent they could do a faithful conversion.Īs a backer and owner of both books, I’m pleased to say that Spheres of Power & Might managed to thread this needle in a pretty satisfactory way. It was popular as well, and managed to address the various shortcomings of martials and noncasters in the Pathfinder system, such as giving them meaningful options outside of combat, eliminating feat-tree-progressions where one had to build their entire character concept around doing one or two interesting tricks well, and reliable access to inherent abilities which can afflict enemies with various status effects beyond straight damage-dealing.Īlthough Pathfinder is still Drop Dead’s preferred RPG, there was enough demand to fund a Spheres conversion to 5th Edition D&D. Eventually a sister sourcebook was made: Spheres of Might, expanding the rules to cover martial character concepts. Spheres of Power initially remained obscure but in time became the flagship series for Drop Dead Studios as it grew in popularity, spawning miniature sourcebooks for new magical talents and traditions. ![]() ![]() Divorcing itself from Vancian mechanics, Spheres of Power was intended to cover a wider variety of magical powers as seen in various kinds of popular culture, highly customizable for GMs inspired by their favorite pieces of non-D&D media or who wanted a more open-ended spellcaster beyond the traditional arcane/divine and spells-per-day divides. Back in 2014 a small publisher by the name of Drop Dead Studios created an alternative magic system for the Pathfinder Role-Playing Game.
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