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View Full Version : Optimization [Spheres of Power]: The stay at home (near) omnicaster



Jack_Simth
2023-08-27, 08:42 PM
I was looking through Spheres of power, and came up with a funny combo build: The Stay at Home Omnicaster (kicks in at level 15, which is pretty late game, but still)

The base class is a Fey Adept (http://spheresofpower.wikidot.com/fey-adept). We're going to abuse Create Reality, specifically the Companion option

Create Reality

At 6th level, the fey adept may spend shadow points in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This grants the illusion the [shadow] descriptor.

This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels. Illusions still must possess the appropriate (sensory) talents to be believed. When using an illusion to mimic an effect from another sphere the effect still counts as an Illusion sphere effect (such as when calculating caster level) and does not count as the alternate sphere for other purposes, such as when applying talents or feats based on those spheres.

In order to create reality, the fey adept must spend spell points as usual to create the illusion, plus 1 shadow point + 1 per spell point that would be required by the mimicked effect in question. This includes spell point costs to maintain an effect without concentration (thus, to create a shadow companion that persists without concentration would cost two spell points to create a self-sustained illusion as well as 3 shadow points).

Companion

The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve as usual. Targets who disbelieve the illusionary creature receive only half damage from the creature.

An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.
Basically, a partially real conjuration companion for the cost of some spell points and shadow points, which are per-day resources.

For actual talents, we need:

Illusion:

Permanent Image (http://spheresofpower.wikidot.com/illusion#toc54) to make our illusionary Companions permanent (so we only need to create them once).
Conjouration:

Incursion Link (http://spheresofpower.wikidot.com/conjuration#toc96) (and all of it's requirements, including Greater Link (http://spheresofpower.wikidot.com/conjuration#toc115)) to see and cast spells through our remote minions - because we want to stay at home, but still adventure.
Expendable Summons (http://spheresofpower.wikidot.com/conjuration#toc93) (and it's requirement) so we can keep re-summoning the main remote
Posessive Companion (http://spheresofpower.wikidot.com/conjuration#toc97) (and it's requirement) so we can keep a secondary companion on an actual party member, protected by that party member's hit points and saves.
Extra Companion (http://spheresofpower.wikidot.com/conjuration#toc17) so we have more than one remote (this is actually important, given how fragile Conjouration companions can be)
Greater Summoning (http://spheresofpower.wikidot.com/conjuration#toc18) so that...
Lingering Companion (http://spheresofpower.wikidot.com/conjuration#toc49) (once per real companion - but this can be their automatic one) lasts a full day.


Feats:
Circle Casting (http://spheresofpower.wikidot.com/general-feats#toc13) (so you can use your companion's talents and spell points)
Watchful Companion (http://spheresofpower.wikidot.com/conjuration#toc132) (so you can maintain your real companions)


How it works:
Back at home in your parent's basement your fortified lair, you use Permanent Image on Create Reality to make illusionary companions. As you need to be 15th to pull this off, these companions have at least 12 hit dice. You give them the Mage archetype (so they have casting at 3/4ths HD) and the Unwilling archetype (for three bonus hit dice at level 15), netting the fake companion fifteen hit dice and a caster level of 11. You gimp their will saves (you don't want them beating your save DC - but the rare one that does... well, it's outnumbered - and you only need to check once per companion, as they are Permanent), have most their feats giving them Spheres talents, and have them spend one on Circle Casting.

They then use Circle Casting to Aid Another you (constantly), giving you access to their talents known and their spell points. You then Summon one of your real companions to go to the local bar and join up with an adventuring group. You use Posessive Companion to put your second real companion in the party member least likely to get killed in a fight (they're the respawn point for your other real companion). You channel your magic through the obvious companion - and when it's killed, simply respawn it from the actual party member.

What you get:
All non-restricted magical talents that require a caster level of 11 or lower (e.g., you don't have access to arbitrary talents from the Conjouration sphere, as Conjouration Companions can't have those, so you'll need to buy them yourself).
An absurd number of spell points every day (you get to use the ones from your fake companions)
A constant +5 boost to your caster level from Circle Magic
A virtually immortal proxy for you in combat
... to sleep in your own bed.

Notes on variations:
If you don't want party mates, get Extra Companion a few more times. Any real companions will do. Any of them work as a respawn point for any of the others.
If you want to go cheap on the spell points, use the Familiar Companion archetype on the respawn unit (it's not going to be in combat anyway, it's just passively riding a party member). Making it Mindless is also a decent choice to give it more hit points. But if you're doing this right, you have a LOT of spell points to burn.
You can skip Unwilling starting at 19th, when the companion will have 15 hit dice without Unwilling... but you may want to keep it anyway for the better access to advanced talents
The Spell Proxy feat lets you temporarily give Circle Casting to someone, like a minion... but that's Minutes/level at most, and you want this all day. Still, lets you do this trick in fits & starts for utility talents out of combat, while still letting you use your actual talents for offense in combat.
Also makes a super-annoying villain... and with the active version of Posessive companion, can even look like multiple different villians....