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

Looks like I managed to break the Extra Magic Talent feat at some point. I'll have that fixed in 1.12, no ETA yet but I'll get it done as soon as I can. In the meantime, you can use the Magic Talents Known adjustment (which I have confirmed still works).
 
A few questions...

The easier question.
After Destroyer's Handbook, which of the Handbooks will appear next?



The longer questions...

Our group is playing with Gestalt characters, and Shadow Chemosh's (free) Gestalt sometimes does funky things with non-standard options (that it was likely tested against), but it is free and I'm not complaining.

Almost every issue with the Spheres of Power files, is not an issue if we're not using Gestalt, so it's just an weird interaction between two sets of files.

I'm trying to 'fix' them with adjustments.

One of my players has gone Incanter 14 || Elementalist 14.

The Gestalt package counts his 14 CL (Incanter) and his 10 CL (Elementalist) and shows him having a 24 CL; I can adjust this down to 14 with the 'Sphere Casting Level' adjustment.

I noticed that his dice damage was still out, and then I clued in that an Elementalist is 14 CL with the Destruction Sphere, and after applying that adjustment (-4) 'Sphere Casting Level (Sphere)' it fixes almost everything for Destruction.

With Gestalt (but not with straight Spheres of Power files), the first 'Favored Element' does not increase to full Elementalist level, once the second 'Favored Element' is selected.
I can use a Weapon Damage Adjustment to modify this, and it shows as something like 14d6+7+7.
Close enough to +14 for me.



The Incanter|Elementalist has Conjuration Sphere, and seven talents within the sphere. His pet has 18 hit dice, and a +18 BAB.

If I create a non-Gestalt Incanter, of level 14, the minion has 11 hit dice (not 18).

I've already applied the Sphere Caster Level adjustment, taking the character from CL 24 down to CL 14 (with a -10 adjustment).

As far as I can tell, that should give me a minion with 11 Hit Dice.
Since it did not, I attempted to apply the 'Sphere Casting Level (Sphere)' for Conjuration sphere, like I did for Destruction, and that doesn't alter the hit dice (and relevant things calculated off of creature HD) for the minion.

My best solution so far... since caster level adjustments don't seem to adjust pet calculations is to create a clone 14 Incanter character. Give him the same Conjuration talents as the character with the crazy Gestalt interaction. And then I have a pet with proper calculations.

Am I missing an adjustment option, to have the pet calculated off of 14 CL instead of 24 CL?
 
I'm currently working on the Geomancer's Handbook (Nature Sphere). This has been held up by the fact that I need to put in a fairly big new feature for the Armorist class in 1.12 (on which I am behind my normal schedule) in order to support it, and have been struggling with the best way to do it without introducing an extra book dependency.

I'm not surprised to see that SoP doesn't play nice with Gestalt. It's a hard subsystem to integrate with, especially since it's not "official" and thus hard for me to justify spending extra time/effort to accommodate. Caster Level, as you've seen, is a prime example of this.

If changing the Conjuration CL with an Adjustment doesn't change your companion's HD count, that does seem wrong to me. I'll have to look at that. If I can't (or determine that I shouldn't) make the Adjustment change companion HD, I'll see about making a separate adjustment for companion HD. Same goes for Death sphere's HD cap on controlled undead.

As long as I'm here, my apologies to everyone still waiting on 1.12 for the base package. Real life has been brutalizing my free time lately. However, I think you're definitely going to like 1.12 if you've got an Armorist...
 
Just yesterday, one of my fellow players experienced a horrendous Herolab crash. After reinstalling it and wiping all the data packages, we narrowed it down to the Sphere's of Power files.

For some reason, this crash was only with his, and I even made sure to install the files fresh. None of our other players have experienced it, but he has had the problem on two devices, both containing the Sphere's files.

Unfortunately, I couldn't get the actual error code, but I am posting this here to find out if anyone else has had the same problem. To be clear, the error causes Herolab to shut down between opening Pathfinder and fully compiling the files for use.
 
Spontaneously, I would suspect a very specific interaction of loaded packages as well the order the packages are loaded, considering that it doesn't seem to happen elsewhere and that player likely uses the same packages on both devices. Can you please provide this particular information, too?
 
That seems likely to me as well. It may be something as simple as SoP having a thingid in common with another data file, with some other external factor causing HL to crash when it would normally just give a compile error and load in safe mode.
 
The thing is, all members of my group use the same packages. We have most of the officially released data packages, the three Sphere's packages currently out, and the Pathfinder Pack, but it didn't start on him until the most recent update to the official Pathfinder files.
 
The thing is, all members of my group use the same packages. We have most of the officially released data packages, the three Sphere's packages currently out, and the Pathfinder Pack, but it didn't start on him until the most recent update to the official Pathfinder files.
How many "official" licenses does this player have? There is an issue where if you have pretty much all official LW books, community Pack, and another large addon like SoP that HL runs out of memory. :(

And actually if this is at all the case check out the new link to the BETA that Colen just posted. He has what appears to be an official fix. :)
 
I believe he owns everything official that came out by the end of 2015, and not much more. We will try out the Beta next week and see if that solves his problem, and I appreciate that you posted to inform me of this.

I will admit I never tested to see if his could run Spheres without the Community Pack installed, but that was because most of his characters use the Community Pack, and he's only recently actually tried making a Sphere's character.
 
So how many packs is the limit then cause i have a lot of stuff from here and lone wolfs website and once in a while i get the out of memory error, does HL not use all the memory windows can use> i mean i have 32 gig of ram on my computer cant see it running out of room? sorry for my confusion i have so i dont get the error leave some of the old add ons off right now, but wondered what and how the limit worked?
 
So how many packs is the limit then cause i have a lot of stuff from here and lone wolfs website and once in a while i get the out of memory error, does HL not use all the memory windows can use> i mean i have 32 gig of ram on my computer cant see it running out of room? sorry for my confusion i have so i dont get the error leave some of the old add ons off right now, but wondered what and how the limit worked?
The issue is fixed in the latest HL Beta. I would recommend downloading and seeing if that fixes your issue.
 
Version 1.12 just went live. Patch notes here.

I've reworked the way bonus spheres are granted by certain classes like the Elementalist. I used to automatically bootstrap the initial talent that grants the sphere, which is convenient but doesn't match up with how it should work when you gain a bonus sphere that you already had access to (you're supposed to then gain a bonus talent in the same sphere, as per DDS' rulings). So instead, I now slap the hero with a "bonus sphere" tag that increases talent count by 1 but also adds a validation check to remind you that the character needs to take a talent from the appropriate sphere.

The upshot of this is that after updating to 1.12, you may see that your character has "lost" a sphere but gained an extra talent. Just spend that talent on the sphere they're supposed to have. I do regret this inconvenience but I think it's the best way to handle overlapping bonus spheres going forward.

Also, if you've got any Armorists in your portfolio, check out the new Bound/Summoned Equipment tab. This lets you designate any customizable weapon, armor, or shield as either Bound or Summoned equipment. Such items will have their bonuses and powers validated to ensure that they match up with what you're allowed to put on them as appropriate to your level.

And here's the part where I JUST NOW realize that I forgot that Armorists can bind sphere staves, and so I don't have options for them to do that. I'll get that into the next update, which should not take nearly as much time as this one did.

This feature was inspired when I was making the Warden archetype from the Nature handbook and realized I had no way of knowing if a given weapon was bound/summoned or not.
 
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Fey Adept are getting some of their later abilities at level 1.

My (LV 01) Half-Elf has:
- Darkvision (should get that at 2nd level)
- Damage Reduction 10/cold iron (should get that at 20th)

The darkvision is listed as 90 ft.
 
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Thanks for the report. I've fixed the abilities being granted too early in my current build. The incorrect Darkvision range, however, seems to be a HL bug. I've reported it but you may want to do the same thing. Personally, I used a 10th-level Human Superstitious Barbarian to do independent testing.
 
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A request, but maybe I'm reading the option wrong...

Can 'Limit Sphere Talents to 1/2 character level' allow for a minimum of 1, without reporting an error.
As a level 1 character, having anything aside from just the base Sphere reports an error.

Generally, level divided by two effects, still allow a minimum of 1.
 
I'll think about that. This being a houserule, there's probably no definitive RAW answer on the matter. But I generally operate under the assumption that the base sphere counts as a "talent", since you spend talents to gain access to the sphere.

Any other SoP players care to weigh in?
 
I consider the base spheres as one talent each. This houserule requires non-specialization and only with an incanter-like class you can get into the situation that you have more base spheres than later you actually want to spent talents on. Not sure if that is bad enough to require a fix. There are at least Divination and Light which are always good choices to have just the base spheres (and maybe a specialization talent).

On that matter, I suppose talents from specializations should be exempt from this limit.
 
A straight Elementalist, with Destruction as a bonus sphere and two talents for being first level, it would be nice if they could spend one of the two in Destruction.

The same goes for any class, with a free Sphere at first level, since every Sphere class has two talents at first level.

If that doesn't work, it's not the end of the world.

The check box is an optional house rule - one that makes sense, as we go up in levels. If Hero Lab gives a validation error, it can either be ignored or the box doesn't need to be checked until 2nd level.

I just thought it strange, that with the option enabled, an Elementalist cannot spend either of their two talents in Destruction; a Fey Adept cannot spend either of their two in Illusion, nor an Eliciter in Mind, a Symbiat cannot spend their bonus two powers in either of the Spheres they get for free, a Shifter cannot spend theirs in Alteration...

It seems odd to me, anyway.
 
1.13 update just went live. Nothing huge, it's basically just Bound Staves plus a couple of bugfixes (thanks again to Ualaa for catching those Fey Adept bugs).

The Geomancer's Handbook is feature-complete and I'll be submitting it to DDS for distribution soon.

I haven't yet decided which handbook to add next, so if you'd like to weigh in on that, now's the time.
 
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