The psychology of crimson cruse customs: the mental game of Beyblade battles

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A mage who chooses to specialize in a single sphere will quickly amass a wide variety of flexible effects, at the cost of being more or less limited to that sphere, while those who choose to expand out into a number of spheres will find their abilities more wide-ranging, but less focused. In other words, the system encourages and rewards both types of play style, rather than creating a one true build situation.

As a standard action, you may create a sphere of darkness with a radius of up to 10 ft 5 ft per 2 caster levels, centered anywhere within Medium range. Seeking a system to ensure that the magic user will never find himself or herself forced to rely on a light crossbow because all the mage s spell slots have been expended for that day.

Antiquated spell caster sphere available

The combination of its sturdy construction and aggressive design makes it a formidable adversary for any opponent. Additionally, the Crimson Curse Customs Beyblade is known for its excellent stamina. It has a well-balanced weight distribution, allowing it to spin for extended periods without losing momentum.

Where I review Spheres of Power (1 Viewer)

This is a bit of a long review chopped up into smaller bits. I might put it up in the review section, but since this will be my first review, I thought to put it down to talk about things first so that I don't put up an inaccurate or poorly done review.

  • Trying to find a system where magic users do not either lag behind at earlier levels or radically outmatch non-magic classes once one moves beyond the middle levels of the game.
  • Seeking a more flexible system than the traditional spell slot system.
  • Seeking a system to ensure that the magic user will never find himself or herself forced to rely on a light crossbow because all the mage’s spell slots have been expended for that day.

Unfortunately, this goal is a bit harder than it seems, which explains why there are so many alternate magical systems out there. In some cases, the system suffers from being overly complex, forcing both the player and GM to be very conversant with the system and comfortable with “on the fly” calculations. In other cases, the system is prone to abuse, allowing casters to be even more powerful than they are in the basic systems. Finally, many of these systems have not been compatible at all with the basic magic system, which forces the GM to either fore-go the wide range of published material or go to the trouble of converting it, bit by bit.


So now we come to Spheres of Power, a magic system designed and published by Drop Dead Studios, which attempts to give us a useful, flexible alternate system that solves the issues of the traditional D20 magic system while remaining compatible with that system. It’s a tall order, but one that Drop Dead Studios has, IMO managed to pull off.

Spheres of Power, the Basics:

Spheres of Power is oriented around, well, spheres, each one encompassing a single overarching theme of magic. There are spheres ranging from alteration to Death, Dark and Conjuration spheres. The traditional system of defining effects by their schools, such as evocation or illusion, is more or less abandoned in this system.

Each sphere is made up of two parts. The first are those basic abilities that anyone who has access to the sphere can use. For example, the Dark sphere allows the caster to do the following:

As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range.

So a caster with the Dark sphere will always have this basic ability to manipulate darkness— and it’s a pretty effective ability. Oh, it won’t win a fight, not all by itself, but it certainly gives the caster something to do, ranging from concealing the fighters from arrow slinging enemies, to providing some form of concealment to the party’s rogue.

In addition to the basic effects, the player can purchase a varying number of talents, depending on his or her class. Talents are more advanced forms of magic that are based on the general theme of the sphere they are taken from. To use the Dark sphere again, there are talents that allow one to disorient or frighten creatures inside the darkness that the caster created.

A mage who chooses to specialize in a single sphere will quickly amass a wide variety of flexible effects, at the cost of being more or less limited to that sphere, while those who choose to expand out into a number of spheres will find their abilities more wide-ranging, but less focused. In other words, the system encourages and rewards both types of play style, rather than creating a one true build situation.


Spell Points and Spheres

In addition to the talent system, Spheres of Power makes use of spell points. Now, this mechanism is more or less familiar to Pathfinder players, given that the limited pool of points has been used for everything from the Magus to the Gunfighter. That’s not a bad point, mind you, as Drop Dead Studios avoided the temptation to re-invent the wheel. Casters get a number of spell points equal to their level+ Casting ability modifier. It’s not a big pool of points, which encourages being resource wise, but the fact that most skills have a number of talents that do not need spell points allows the caster to easily budget his or her spell points.

Going back to the Dark sphere, the Feed on Darkness talent requires a spell point to give the following ability:

You may spend a spell point to grant a target fast healing 1 for 1
minute per caster level. This only functions so long as the target
remains within an area of your darkness.

So between spheres, talents and spell points, we already have the bones of a flavorful system that is also very easy to learn without any excessive math or other calculations. If anything, it’s likely simpler for a new player to learn than the Vancien system.

Next, we’ll talk about caster levels and classes.

Spatula

More Ideas Than Time
RPGnet Member Validated User 20 Year Hero! Thank you for this. I've been looking for an indepth review. Looking forward to the rest.

Lesp

Validated User
Validated User
  • Trying to find a system where magic users do not either lag behind at earlier levels or radically outmatch non-magic classes once one moves beyond the middle levels of the game.
  • Seeking a more flexible system than the traditional spell slot system.
  • Seeking a system to ensure that the magic user will never find himself or herself forced to rely on a light crossbow because all the mage’s spell slots have been expended for that day.

In some ways, it borders on impressive how much material Paizo has flogged out of the Vancian system without ever really straying away from it. 3.5 traveled leagues further beyond Vancian than Pathfinder ever has. Like, after years and years of build-up, they finally released a Psychic class. and it's just a sorcerer. It's a sorcerer with the same "do extra things with points" points pool mechanic that a bunch of other classes use.

One of the things that I think is great about Spheres of Power is that it lets you build - and in fact, naturally encourages - spellcasters that are thematic. In Pathfinder, every primary spellcaster has an exceptionally broad spell list, and functionally has access to basically whatever sections of it that they want. There's virtually no incentive to stick to any sort of theme - the things that reward certain types of spells encourage having at least a few of those available, but for the most part you're still better off learning/scribing/preparing the best spells your class has. A fire-themed wizard can still reasonably be expected to know how to turn invisible or fly, because those are good spells, and at a minimum can at least use scrolls of those spells just as well as he or she can use scrolls of spells that are actually thematic.

Fabius Maximus

Active member
Banned Validated User

I agree-- and I think that's an effect of having so many spellsthat do one specific thing. You have to have a wide vareity of spells, but that, as you said, creates a situation in which a caster generally has access to any tool he or she wants-- which of course only adds to the problem casters have when compared to martial classes. It also really explains why anything that takes away from learning spells is always such a bad idea-- you're giving up potentially dozens of abilities (spells) in return for fairly bounded abilities.

Fabius Maximus

Active member
Banned Validated User

Caster levels, casting ability modifier and classes oh my!

One of the most important part of Spheres of Power is the fact that the caster level is distinct from the cast level. There are three caster progressions, low, mid and high, in general serving as a “Base attack bonus” for spell casters. A high class starts at level one and tops out at level 20, progressing one caster level per regular level. Mid and low casters progress at a slower rate, topping out at 15 and 10 caster levels when they hit 20th level respectively.

Note that one big advantage of using this caster progression is that if you want a class that is, say, specialized in one field, it is possible to declare that some spheres are treated as high or mid progression while others are treated at low progression. This can be an excellent tool for creating a diverse feeling about classes, and in fact is used in the later class design.

The casting ability modifier is based on the related ability, which may vary depending on the caster. This stat modifies the number of spell points the caster can access as well as impacting saving throws and other stats.

Now, for the meat of the section: Classes. Out of the box, there is no reason why any class cannot take any sphere, and in fact this is an excellent way of customizing a class. A mage knight that focuses on damaging causing spheres and talents will play far differently from one focusing on illusion and movement effects. But even so, the author, Adam Meyers avoided the temptation to try and do everything with the magic system and recognized that a big part of Pathfinder is the fact that classes have their own little subsystems and details. This is another area where many alternate systems get into trouble, either putting in too much detail (and creating clunky, hard to play classes) or not enough, creating classes that just look like the same thing with different BAB and saving throws.

Neither one is a problem here. The classes are distinct both in terms of fluff and how they operate, while not being so complex as to detract from the gaming experience. That is a very, very hard sweet spot to hit.

Spheres of Power has 11 basic classes, along with a single prestige class and a number of archtypes. Combined with the flexibility of the spheres themselves, these classes can pretty much emulate any fantasy or modern magic archetype.

Armorist: D10, full BAB, low caster. The Armorist uses magic, but also can summon a variety of bound equipment to his or her side, along with other “tricks” that can be used to do anything from hiding weapons to create an extra-dimensional storage space for the Armorist’s equipment. When the various spheres are brought into play, an Armorist can be anything from a front-line combatant to a sneaky assassin.

Elementalist: D8 3/4 BAB, mid caster (Destruction sphere treated at class level). Well, Aang, is that you? The elemental themed warrior blaster has been a staple of fantasy for quite sometime, and that’s what the Elementalist is. Unlike the Armorist, the Elementalist’s basic class benefits are fairly set, but then the concept of the Elementalist is one that is well handled by choosing various spheres. All in all, if you want your elemental themed warrior, this is a go-to class.

Eliciter: D8 3/4 BAB, mid caster (Mind sphere treated at class level). A caster based around mental influence, the Eliciter would be the go to for your fantasy Charles Xavier, and it’s well realized. In addition to the basic powers granted by the spheres, the Eliciter has a range of emotional and mental powers, including hypnotism and emotional influence. It’s probably one of the more flexible while not being over powered mental classes in the game.

Fey Adept: D8 1/2 BAB, Full caster. The Fae Adept focuses on illusion magic, and can fill out nearly any of the traditional illusionist niches. As with the other classes, the Fey Adept can be customized by picking different talents, and it receives the illusion sphere as a bonus at 1st level.

Hedgewitch: D8 3/4 BAB, mid caster. The Hedge Witch is one of the more customizable classes, having a number of traditions that the Hedgewitch can choose from, including black magic, combat or green magic. These traditions include their own specific abilities, as well as modifying the Hegewitch’s use of those spheres he or she has chosen. In truth, this is a class that can encompass a vast number of player concepts that might otherwise need thier own specialized class.

Incanter: D6 1/2 BAB, Full Caster. The Incanter is pretty much the SOP version of the wizard or sorcerer. It’s also a good example of how Mr. Meyers has managed to provide a flexible system without making it overly complex. The Incanter gains a large number of bonus feats. He or she can give up some or all of those feats to gain a variety of specialized abilities, ranging from the ability to channel energy a’la the cleric, a sorcerer bloodline, or specializing in a certain sphere and gaining a number of unusual abilities. The Incanter can have, at most five customization points (at the cost of all bonus feats), which for example, could allow him or her to obtain a draconic sorcerer bloodline, and specialize in the destruction sphere. It’s simple, and what calculations there are, all occur at character generation.


Mageknight: D10 full BAB, low caster. The mage knight is pretty much the SOP version of the magus and does a very good job at that. It’s a flexible class, one that can fulfill the role of paladin, magus, or any other type of warrior who makes use of mystic augmentation.

Shifter: D8, 3/4 BAB, mid caster. The shifter is for those who want to turn into a monster and bite their enemy’s faces off. The shifter focuses on the alteration sphere but also has a tremendous range of abilities that can be used to modify the shifter’s shape changing ability. Because the shifter is a mid caster, it’s also very useful for those who want to focus on a wild-shape focused druid as they can pick up relevant sphere’s such as nature or life.

Soul Weaver: D6, 1/2 BAB, full caster. The Soul Weaver focuses on well. souls, whether as a shaman communing with the spirits of tribal heroes or a dark necromancer tearing the spirits of the dead away from their deserved rest. All Soul Weavers have to decide whether they are operating with positive or negative channeling abilities, which determines whether they can use blessings (healing and buffing abilities) or blights (debuffs and damage abilities). It is important to note that these abilities do not mandate the soul weavers alignment— a dark avenger of the dead might very well use blights to punish the unrighteous, after all.

Symbiat: The Symbiat is very much the psychic of the spheres of power system. Fluffed as an individual who has gained access to an alien entity,the Symbiat can easily be re-skinned for almost any psychic origin story. A major ability of the Symbiat is the ability to help other characters via various buffing abilities, allowing it to fit into the role of party coordinator and support, although the Symbiat is no slouch at direct conflict.

Thaumaturge: D8 3/4 BAB, full caster. The thaumaturge is that quester after forbidden knowledge, and in keeping with the theme can attempt to call upon old pacts to gain a boost to his or her spell casting, as well as unleashing a variety of beneficial or harmful effects. This comes at a price, a backlash that costs the thaumaturge whatever effect he is attempting to supercharge and adds negatives until the character regenerates his or her spell points.

There’s a prestige class, but we’ll hold off on that until we get the the question on how compatible this system is.

On the classes.
As you can see, the sphere’s of power product has a class for just about any role. This is especially true when you remember how customizable the spheres are. A armorist who uses the darkness and death spheres is going to be a far different style of armorist than one who uses the destruction and conjuration spheres. This makes it entirely possible to use the same classes, and yet have completely different playstyles. It also makes it easier to fit a new player into the group, as he or she will always have a way to shine. That being said, the classes are all very distinct and flavorful, and each one supports a fairly unique playstyle. So while a Symbiat with the destruction sphere will be different from one without, a Symbiat who has chosen the destruction sphere will still play differently from a Soul Weaver or Incanter who has chosen the destruction sphere.

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