

Modern and Futuristic technology is so rare they may as well be treated as unique magic items unto their own. Possessors of the Tinkerer sphere are often reflavored magitech priests of Gond, some forms of old Netherese magic, and gnomish artificers. An alternative known as smokepowder is more popular and performs many of the same functions, albeit is magical and its circulation is more or less controlled by Gond’s faithful. While gunpowder exists, it doesn’t work as well as it does on Earth, so there’s little demand for its use. Technology Level: The Realms remains at a pseudo-medieval/renaissance level of technology, with little in the way of gunpowder, steampower, and other “modern” innovations. Practically every Advanced and Legendary talent can be found in the Realms in some shape or form, with the higher-level ones being linked in some way to esoteric and powerful magical traditions such as Netherese arcana and Elven High Magic.
#God of war blue spheres how to#
Such scholars learned how to exploit its otherwise unpredictable effects.Īdvanced/Legendary Talents: Faerûn is brimming with world-altering magic from innumerable fallen civilizations, god-gifted artifacts, and the knowledge of illithids, dragons, and other races of great power. Those with Wild Magic (as both a drawback and Universal sphere package) became common after the Time of Troubles due to the study of damaged areas of the Weave. Major Traditions: Just about every martial and casting tradition can be found in the Realms, although the ones that lean towards a “high-tech” style such as Inventor and Machinist are mostly limited to the Island of Lantan and Gond’s priesthood. The world as a whole is thus not well-detailed beyond the Northern realms of the Sword Coast, Neverwinter, Silver Marches, and nearby regions.

As of 5th Edition the continent has gone through many changes before settling back into a post-Spellplague pseudo-retcon. Technically many settings in one, this post primarily covers the continent of Faerûn, with suggestions for alternate eras. I will compile entries via a Table of Contents in the OP if possible.įorgotten Spheres: the Spheres System for FaerûnĪ land of meddling gods and high magic, the world of Toril is perhaps the best-known setting of Dungeons & Dragons. Finally, Popular Archetypes tells you how to best build certain concepts, classes, and character options iconic to the setting! New Rules & Subsystems covers a wide gamut of options indicative appropriate to the Sphere-ified setting. Technology Level is self-explanatory and discusses how certain choices in the Equipment and Tinkerer spheres may or may not be appropriate. Advanced/Legendary Talents illustrates if such talents are appropriate for the world, and which ones in certain cases. Major Traditions covers the Casting and Martial Traditions most known and appropriate to the setting. I’ll be covering both official and third party material.Įach post has appropriate sections. As many gamers are fond of using existing settings with their own peculiar foundations of magical law, power levels, and themes, I figured it’d be best to write on how Spheres of Power & Might can be best utilized in some of the more well-known ones. Much like the original system, it too is open-ended without being overpowered, with many options to emulate all kinds of character concepts. As a long-time fan of Spheres of Power, I really enjoy the converted version of 5th Edition. In between my Let’s Read projects I’ve been working on another. For the unknowing, there’s an OGL friendly online wiki!
