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(Drop Dead Studios) Spheres of Power: Official Support Thread

Updates have been posted for SoP, SoM, Champions, and several handbooks. Details on the first page.

Wild Magic Handbook will be shipping soon.
 
The destroyer handbook is not being removed when downloaded. and I get the bad read message when i try to open the pathfinder game file
 

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I'd imagine separate, because assume you wish to use the original release and have nothing to do with the revisions within the Ultimate Spheres of Power.
In that case, the newer version with undesired changes, is in conflict with your version.

Let's also assume that my group would like the newer version, as we like the changes.
Several of the existing talents have disappeared (such as Greater Blast, within Destruction) and several talents have been wrapped into other talents so you get more bang for buck (such as Greater Healing natural bodybuilders each combined with various condition cure talents, instead of being stand alone talents).
If my group is using the newer version, we don't want Greater Healing (as stand alone talents) or Greater Blast (at all... since it seems to have been removed for balance(?) or some other reason).

I couldn't really see the practicality of one file and a toggle option for whether to use the old or the new.
The Ultimate files will be quite a bit of coding, and were sold as part of the kickstarter (and will be available for purchase eventually, I'd assume).
In addition to some people having bought both, it will likely be easier to code and maintain them as separate sets of files.
The original files will likely be unchanging (unless a future Hero Lab release breaks something).
The new files could potentially be subject to errata, but any changes to Spheres as a system would be to the current/most recent iteration.

We don't have our hard covers yet, so are still using the original system (and I'm buying the older files, as they're released) with hero lab.
I'd imagine a lot of the existing stuff would serve as a framework for the new system, but that there will still be significant effort to create the new files.
Adam, on the kickstarter page and in answer to someone's question, said the new files are being worked on but that he has no ETA.

I couldn't agree with you more. I also think that the newer versions can create a little conflict with the other versions.
 
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A few bugs I think I have noticed with the updated files:

* New "typed" bonuses to Caster Level (Sphere) effect all talent's calculated fields, but do not update the "Caster Level: XX," Save DC, or the calculated ranges on each of the sphere pages.

* Feat: Combat Sphere Specialization doesn't appear to be working anymore. The new effective BAB is displayed on the Sphere page, but the talents aren't taking it into consideration for their calculated fields.

* The Fate Sphere Talent "The Fool" is misspelled "Tbe fool"

* The Fate Sphere Talent "Tug Fate" doesn't seem to take CAB into the DC calculation.
 
In the case of Sphere Staves that change your caster level for a given sphere(s), the reported caster level within the sphere specific tab doesn't change.

It's just top of the sphere summary that is not calculating. The range calculations for Close, Medium, and Long, and the DC are based off of the base caster level.

Lower down on the tab, where a specific talent is listed, the talent seems to calculate DC and effects correctly, based on having the sphere staff equipped vs not equipping it.

Also, I don't think Sphere Staves are marked as an enhancement bonus, since having more than one staff equipped (that increases the same sphere) seem to be additive with each other.
 
I think I found a slight glitch in Spheres of Might.
It's a combination of the Unarmed Combat damage and Drawbacks. If you take a Drawback with one of the Unarmed combat Spheres (Boxing, Brute, Open Hand and Wresting) the bonus Talent is counting towards your Unarmed Combat Dice.

I don't think it's suppose to work that way but you might need to check with Drop Dead on it.
 
GreyLurker, I think it would count towards Unarmed dice, as that is calculated off of total number of talents between the various unarmed combat spheres.

It doesn't specify a limitation on how the talent was gained.
 
It's also not counting as a pre-req for things that need Combat Reflexes.
It reads that is counts as Combat Reflexes for meeting feat prerequisites.

I've just been taking it, and then also taking Combat Reflexes and marking Combat Reflexes as a bonus feat, to make the other feats not "red".
 
Bug for Tattooed Warrior, the Martial Tradition.

When I take the tradition, and get the two bonus feats.
Then I remove the two feats.
And unlearn the tradition.

I still have Zodiac Tattoos and Dragon's Tattoos on the Magic tab.

I only noticed because I was trying different traditions for an upcoming game.
And those abilities don't seem to be un-learnable once they're added.
 
A minor Spheres of Might bug report:

Make a level 10 unchained monk with the street fighter archetype. The monk has style strikes available (and shouldn't), and doesn't have bonus feats available (and should).

Also, a scaled fist street fighter monk/unchained monk should probably be using Charisma for the practitioner modifier, since scaled fist overrides other class features.
 
Hello. I'm new to these forums, so my apologies if someone has mentioned this already.

Spheres of Might, Scholar Class, Medical Training ability states this: "The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill."

This is not being applied - Scholars still show the wisdom modifier for the heal skill.
 
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