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  1. The Spheres rules are very flexible and allow players to build to an idea, rather than a specific class. Spheres of Power is the original system and focused on a range of magical abilities. Content in this system uses blue links. Spheres of Might is the second system and focuses mainly on non-magical combat and some use of skills.

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    • Using The Spheres
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    Spheres of Power is a completely independent magic system that may be used alongside or may completely replace the core Pathfinder spell system. Like spells, the spheres grant a magic-user the ability to accomplish great things that would otherwise be impossible. Bending fire, summoning angels, layering enchantments on an unsuspecting creature’s mi...

    Casting Time

    Most sphere abilities require a standard action to use, but there are exceptions. Certain abilities, such as metamagic feats and some drawbacks, may increase or decrease a casting time by a certain number of ‘steps’ as seen in Chart: Casting Times. Note:Unless otherwise specified, a sphere ability cannot have a shorter casting time than a swift action, nor a longer casting time than 1 hour. Sphere effects with a casting time of a swift or immediate action do not provoke attacks of opportunity.

    Distances

    Many sphere abilities and class powers use close, medium, and long as indicators for their range. Just as with spells, close equals 25 feet + 5 feet per 2 caster levels, medium equals 100 feet + 10 feet per caster level, and long equals 400 feet + 40 feet per caster level. Class powers use class level instead of caster level when determining their range.

    Durations

    Just as with casting times and distances, durations also can increase or decrease by steps, according to Chart: Durations: Generally speaking, a duration of ‘instantaneous’ means that the effect is no longer considered magical after it is made; it cannot be dispelled after it has taken effect. Durations of instantaneous are generally considered not part of the progression of durations.

    Often, when utilizing the Spheres of Power system of magic with the base Pathfinder Roleplaying Game magic system or other magic system, questions arise as to how they interact, and often a GM is required to make many rulings off-the-cuff to allow them to interact, or otherwise rule they do not. This section will attempt to collect and outline ruli...

    This section includes some additional definitions and references, as well as general rules and explanations from the authors.

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  2. Jun 26, 2020 · Eliciter review. Spoiler: SoP Spheres Reviewed. Show. Fate Mana Telekinesis Divination Blood (New) Death (Reanimate) Technomancy Warp Sphere War Sphere Weather Sphere Life Sphere Mind Sphere Light Sphere Fallen Fey Sphere Death Sphere (Ghost Strike) Creation Sphere! Time Sphere Enhancement Sphere. Destruction sphere.

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  4. Spheres of Power is an alternative to Vancian casting created by Drop Dead Studios. Essentially, instead of spells and spell lists, you get talents, which are arranged into 20 thematic spheres (they dropped Blood, Fallen Fey, and War coming from Pathfinder, and renamed Mana to Universal). Whenever you get a talent, you can either open a new ...

  5. Original. Ultimate Spheres of Power. $29.99. Important Note From The Wiki: While the Life sphere deals with recovery, some afflictions can only be cured with the Life sphere's Advanced Talents. Game Masters should carefully consider whether to make those available to players, available to NPCs, or absent from the game.

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  7. Aug 14, 2015 · Re: the Orrery - a Handbook to the Spheres of Power. How does Insanity work in your book, because in mine it applies only to Confusion Charms. When applying a confusion charm to a target, you may spend an additional spell point to change this charm into an instan- taneous effect. The charm has no duration and cannot be dis- pelled.

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