rs2excelsior
2017-08-04, 11:17 AM
So I've been looking at Spheres of Power, and I think it'd be a good system for a setting I'm working on--the standard Vancian magic of PF doesn't really fit well with the flavor I'm going for with the setting, and I think I can use the casting traditions to tailor magic to better fit the setting. I've got a few questions to make sure I've got my head wrapped around it:
1) Magical talents either add new spheres or talents that improve existing spheres. If you add a sphere, you get the initially listed powers, which may or may not need a spell point to use (or may have an increased effect when you spend a spell point). If you get a new talent, you get some additional or alternate effect based on one of the original abilities. Is this the essence of how the system works?
2) The two extra magical talents are only received when you first take a level in a spherecasting class, correct? If I were an Incanter 5, say, I'd have 10 magical talents (8 from levels plus 2 bonus talents), and at either extreme 10 spheres with no extra talents or 1 sphere with 9 talents, or somewhere in between. If I took a level in, say, hedgewitch, my magical talents and caster level would not increase, right?
3) It seems that none of the sphere talents have prerequisite talents or caster level. Does that mean you can take any talent at any time? Does this mean that it's easier to get broken/very powerful abilities (things like 4th and higher level spells) at low levels? Or, alternatively, does it mean that high-level spherecasters are less broken than high-level standard casters? One thing I want to avoid is overly powerful spellcasters and high-level characters that can ignore low-level ones, so I was planning on using Epic 6th level rules, and I'd like to know how these rules would interact with a 6th level cap.
Any help would be appreciated. It seems like a good system, but it's a lot to wrap my head around at first, so I'd like to get some perspective as to whether I get what's going on before I try incorporating it into my games.
1) Magical talents either add new spheres or talents that improve existing spheres. If you add a sphere, you get the initially listed powers, which may or may not need a spell point to use (or may have an increased effect when you spend a spell point). If you get a new talent, you get some additional or alternate effect based on one of the original abilities. Is this the essence of how the system works?
2) The two extra magical talents are only received when you first take a level in a spherecasting class, correct? If I were an Incanter 5, say, I'd have 10 magical talents (8 from levels plus 2 bonus talents), and at either extreme 10 spheres with no extra talents or 1 sphere with 9 talents, or somewhere in between. If I took a level in, say, hedgewitch, my magical talents and caster level would not increase, right?
3) It seems that none of the sphere talents have prerequisite talents or caster level. Does that mean you can take any talent at any time? Does this mean that it's easier to get broken/very powerful abilities (things like 4th and higher level spells) at low levels? Or, alternatively, does it mean that high-level spherecasters are less broken than high-level standard casters? One thing I want to avoid is overly powerful spellcasters and high-level characters that can ignore low-level ones, so I was planning on using Epic 6th level rules, and I'd like to know how these rules would interact with a 6th level cap.
Any help would be appreciated. It seems like a good system, but it's a lot to wrap my head around at first, so I'd like to get some perspective as to whether I get what's going on before I try incorporating it into my games.