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The blood sphere was something I didn't know I wanted until it had already come out. It's a very cool thematic and a very great sphere focused on bleed damage, drain tanking and lots of debuffs. At times the sphere can be a bit loaded as to how fast and easily these debuffs can stack, but also has a bit of a balancing act against itself in how fast they can also all be cleared away. Overall, great sphere and love to see more blood stuff in the future.
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The Fallen Fey sphere had existed before this handbook, but it had the problem of being a sphere that was really weirdly niche and didn't do all that much even within its niche. Now it's got a lot more added and rewritten to it to make it a properly functioning and flavorful sphere for if you like Fey stuff. By itself, it's still not a sphere you would ever fully specialize in but it is definitely now a great utility sphere to dip into and pair with whatever else you're doing in your build.
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Illusion has always been a bit of an awkward sphere in spheres and this helps it out considerably. Adding in clarifications, more talents, more categories of talents so you know what everything is supposed to do and also just more things to do in the form of tricks, or minor illusions. Adds cool archetypes to make use of these tricks as well. Overall, makes the illusion sphere - a very talent intensive sphere - all the more appealing to invest in.
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Introducing a drunken fist monk, it brings in a new way to use the barroom sphere. Honestly, the archetype probably didn't need to be alcohol focused and the thematic might not be for everyone, but it brings about a unique method of power scaling in having a stacking system of bonuses and penalties the more drunk you are. Which is pretty unique and cool from a design perspective. It also has a feature called Eight Gates of the Drunken Master.
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The weather sphere has always been a bit of a strangely imbalanced sphere given how fast it gives an incredible amount of world shaping power that affects a large area, with a safety net that is also sometimes too large to properly function. The book doesn't do anything to fix the problems with the base weather sphere, but it never set out to do that so I can't really judge it for that. Instead, it adds more options to the weather sphere that are weather themed but don't have to deal with the cluster that is the base weather sphere. With buffs in the form of Mantles and debuffs in the form of Shrouds, it gives a wide breadth of options to the player while also still being able to use the weather to their advantage. The archetypes are also cool. You can throw lighting at people. That's cool.
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Probably one of the books I had anticipated the most during its playtesting life cycle. The world walkers handbook gives a bunch of new options to the warp sphere and barely any of them involve teleporting. Which is fine because the sphere basically already had all of that covered from release. Instead it adds to the "Bend" talents to add the field of manipulating space and that sweet reality fabric, a concept that existed when spheres first came out but was hardly expanded upon now. This makes the warp sphere become not just a one-trick pony in that all it does is warp, but now adds a lot more utility through buffing and battlefield control with it. The book also contains some neat archetypes including a teleporting monk, for all you warping punch enthusiasts.
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It's a neat archetype for Blacksmith that as far as I understand adapts the concept of the Artisan class from DDS into a more spheres friendly class. Basically, as far as crafting is concerned, this archetype is supposed to be the best and most cost effective way to ever do crafting. As a result it suffers from not really doing that much beyond crafting and using enhancement talents, and also weirdly gets less crafting feats then the base Blacksmith class itself.
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I've always been fond of poisons and was glad to see that there was some more love for them coming out in the form of Apocrypha books. And this really just helps fill in some missing gaps for conditions and debuffs, as well as still allow you to deal damage with your poisons. Overall great addition.
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The talents in this book are pretty neat and very niche. They're a bunch of self buffs that can be cool in concept but aren't really that likely to come up with and can some times be a bit underwhelming. I'd be glad to see more cognition talents in the future but most of these probably just aren't going to be used.
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It's literally called the Bear Sphere. It gives you bear arms. It lets you arm bears. BEARS!!!
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Time Magic is fun and it's always a fun concept to play around with. A nightmare to balance most of the time, or keep actually in time theme but I think the book does a good job in putting out talents that actually give you the feel of manipulating time and give even more utility to this sphere. Rebalancing some of the old drawbacks also makes this sphere more attractive, as well as adding more spheres of might compatible options for Haste and Slow and starting to fill out some of the 9th level spell equivalents in advanced talents. The archetypes are cool as well, but a lot of them are really poorly balanced.
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The wraith is a pretty unique class in that it actually gives active possessing options to the player, which is very few and far between as far as I'm aware. Not only does it fill out a unique niche by body snatching, but it also has snyergy by possessing the party and adding support capabilities to it as well. The archetypes are pretty neat too, giving you an option to basically be a ghost or to be a weapon from Soul Eater. The only problem with the class and archetypes is that it's incredibly table reference heavy to know what you can and can't do and even then it can be a bit unclear how certain things work. All in all neat class though.
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It adds three new classes to the mix as well as a bunch of archetypes and ways to make you actually blend magic and martial things together. Though the book itself is a bit bare on those options, it certainly paved the way for great "champion" concepts later on. The three classes added as well are amazing, with prodigy being perhaps one of my favorite as it actually has an almost fighting game super move meter function to it, along with great flexibility. And flexibility is the name of the game with the three new classes here. All in all, good stuff.
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Where as spheres of power was a complete overhaul to the magic and spell system of Pathfinder, Spheres of Might doesn't throw much in way of new mechanics or system overhauls for you to really understand it. It's a wonderful addition that adds a variety of new roles that haven't really been done before, at least non magically (except for Striker and Conscript,) that really allow you, as a martial, to do more things in and out of combat. The spheres themselves are also great in adding options. It gives more ways to spend your actions rather than just full round to full attack, gives more incentive to use combat manuevers ever, makes bleed damage useable, and gives a plethora of actual out of combat utility for martials to use. All in all, very solid book and I've actually enjoyed building out martials since getting it.
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A great book that adds a great new Champion class. If the Sentinel is a more challenge focused and selfish-centric tank class, the Warden is a patrol one that is far more supportive in nature. Being able to take a hit is great, but having something to actively and always guard your allies better than anyone else makes the Warden a great addition to the game. The new talents are few but nice as the archetypes added in well are pretty wonderful, being mostly tank and healer centered, as per the rest of the support style focus of this book.
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