First - wow to some of the negative comments given - it's fine to give a low score and review if not satisfied, but does it ever occur to people that if they want 'improved' results, that the result is about learning and not about negativity? If you felt it was bad there are better ways to express it than just calling the person who did it an idiot or any other insults.
Alright, pet peeve moment settled. review of the actual book.
1) Introduction note: The primary thing mentioned here is the fact it's meant to expand on the fact there aren't a lot of premade things items for Spheres and this was aimed to amend some of that. Thus, there will be obvious copy items you are familiar with from regular Pathfinder. I find a remarkable number of people miss the obvious reason for this - because someone out there will go 'well where is my x version of this item?' and they won't take a DM's word of 'just do this' unless it's got an Official stamp on it.
There are also items that are deliberately not made this way because of the nature of Pathfinder's system versus Sphere's system. Certain items just aren't compatible because of how power or mechanics work. This might be something that is better known in the Discord group, but not everything translates well if you switch to spheres - CL tweaking feats, traits, and items can break the balance because they don't scale the same way. So some magic items should not be duplicated for very good reason.
There's more I could say on that, but it wouldn't tie in properly to the review, so...
2) Crafting Traditions: I like the novelty of being able to craft your own items - I think it's something players should learn to do versus just rely on DM's to drop goodies in your lap - so having something that can tweak how they're made is of interest to me. This is not a mega-abusive feature though - it's low power limited so that meta attempts at cheesing it have limited results anyways. It provides a good, semi functional way of designing certain items and getting a mechanical boon out of it without having to just hand wave the idea with the DM, from remaking Dragon Balls (not exactly Low power, but amusing notion all the same) to creating magical items that have curse-worthy features without actually making it cursed, or a purpose to wedging a diamond the size of your skull onto the pommel of a sword.
That said, it is also a new thing to my knowledge, so someone may break it eventually, but it requires investment to do in the first place, so that is a counterpoint for such breaking.
3) Magical Goods in general: There are weird items, good items, and bad items - but to be fair, there are plenty of those sort of items in regular pathfinder as well. For example - A gold sink. Basically it's a magic item that condenses valuables onto it to become an increasingly expensive item. It also gains weight accordingly, so I'm not sure if it's of real use (but it certainly is harder to pickpocket a 50 pound gold bowl than a pouch of 200 gold coins). If you could pry gems off it or do similar things, I'd say it's a novel item of amusement. After having written that, I have concluded it's primary advantage is size adjustment. Storing a Tiny Bowl that weighs two tons is still space efficient because it's a tiny bowl.
It's also an important example of a basic rule of magic item creation that a lot of people seem to ignore or aren't sure what to do with: To adjust the price based on actual practicality and not simply because of complexity. This item uses several talents, including advanced, and has a CL of 10 by default, yet it only costs 50 gp to make. Normally that'd be much more expensive, but its use is very limited and specific, and provides no real combat bonus (or any sort of bonus). With the fact it's storing size away, that's actually an epic discount, but it's major disadvantage is you have to use a miracle or wish to get stuff back out of it. Not sure that's ideal for dealing with things, but it displays a clever use of magic (Pathfinder or Sphere wise) to hopefully inspire other options.
Metamagic rods are not something I normally ever used, so I can't say if the intentions of that are good or bad. I think lower their price make sense due to how Spheres magic operates versus Vancian (DnD classic magic), so There's nothing wrong with suggesting the altered prices and explanations. If you agree with the logic, you're happy you didn't get ripped off if you bought or made one, and if you don't agree with with the logic, well, you're allowed to do that! It's up to the DM what prices to use!
Charms: I'm used to the classic method of '2-3 magic items to boost stats unless you pimp up with a single one that boosts 3' So I don't mind that method at all. I am not sure where the suggested idea of limiting the # of them came from in all honesty, but it's a very easy rule to ignore if you don't agree with it. My guess is it's a case of potential balance flavor since magic in Spheres doesn't operate the same way, or a way to try and encourage other magical knick-knacks versus just buffing all your passive stuff.
Compounds: Transformation potions were a little weird at first, but their general novelty has its moments. day-long changes that dont' provide all the perks of a creature isn't a bad thing, but many of these options aren't 'practical' below 10th level due to how crafting rules work, so finding them before hand is sort of a rarity unless you Know a Guy. This also breaks some of the normal rules listed for adv talents, but I know the potions were originally made in mind with particular goals and not to follow the norm. That probably should have gotten mentioned.
Implements: I like the idea behind implements because it fits the theme of having a staff or item that helps bolster your magic - but not necessarily by the fact it has a spell built into it you activate (fits more with the vibe of similar logic for a +5 sword). I don't normally play incanters, but I think the specialist staff in itself is nice for its effect - and to note, because I think someone else said otherwise, it does not stack with the same sphere specialization if the incanter has it. So only that single +1 CL bonus to worry about. That means it makes more sense to get one you aren't a specialist in. The price point could use clarification - I think it means the entire staff cost is multiplied, not just the part with the implement bonus. that means a +10 specialist staff is 300k (which is technically pretty pricey by standard price points).
Scrolls: can't say much on scrolls. Technically Sphere scrolls can be more complicated than PF scrolls, but don't have experience for that. No complaints otherwise.
Marvelous goods: Flask Shards: I have no problem with these - they're mostly DM controlled and they're a nice way to supplement things like not having a healer or whatnot. Otherwise marvelous goods = wondrous items, which means all sorts of stuff can happen, balanced or otherwise. They are among the hardest things to price for similar reasons.
Spell Engines: main perk of having premade ones, even if they're basic, is it gives you an idea of the actual leeway expected of them. I didn't consider making a bag of holding into a spell engine - and it fits (pun)! Otherwise nothing crazy here I think.
Fabled Items: These are basically Artifacts in potential with more intent on story building with them - so artifacts you could hand to a party without fear they'll crack the planet in half (depending on your DM). SO long as you you do so responsibly, it gives some nice ideas of how to handle custom-making your own artifacts and the like for games, though one has to make sure to point out to greedy players they're not something you can 'just create.' Actually making one would fall under actual story work and all that.
Talent Crystals: I like the idea of them as it reminds me of Final Fantasy Tactics when defeated enemies would turn into them, although I'm not sure how I feel about them DnD style, but given they're DM controlled it's not like a play can go crazy with them either.
Weapons: These a few joke items in here, either because they're remodels of certain Movie Characters (I'm looking at you Lasso of Truth) or helpfully painful (The Knife Wife, aka healing shiv). There's a section going over a bit about making magic weapons with the sphere system as a guide for what to consider making them, which never hurts.
Armor/Shields: Small and simple section. nothing to complain about there.
Alchemy stuff: I can't comment much on this, as it involves Tech sphere, and that is so big and other things going on with I'm not sure I want to confuse myself. ^^; Most/all of these can be implemented in other ways though, so it doesn't rule them out.
Spellbooks: Not to be confused with wizard spellbooks: This I wish was more elaborate, because the spellcraft section had some issues that I think lead to some of its confusion. Several aspects of that are also covered or expanded on with Techniques, however. Spellcrafting is not for the unexperienced.
4) Guide to Magical goodies: This is nothing really new, but it's good to have it around because there will always be someone who doesn't know the stuff we have all learned from various editions. One day some kid is going to go 'You mean This DnD isn't 1st edition? Lawl' and you're going to want to smack them with your +3 Sign of the SmartAss (it gets +13 to hit). It also has some tables for a fair amount of sphere loot to help with randomizing some things if needed.
In Conclusion:
My main grievance with magic item making (in Pathfinder and Spheres) is that examples of adjusting the price on things like this are not given very often. You only notice it happened because a price doesn't make sense. Spheres also does state under magical item creation that if you're duplicating a Pathfinder item it recommends you use the item price from there versus making it based off complexity or such in Sphere, because pricing won't always translate well. There's just that much difference in how things are weighed that there's no cleancut way to adjust, and the nature of a game will influence what is actually useful as well (meaning price values are subjective). While this book doesn't quite help me on my wish for more thoughts on some of that, having more examples does help in deciding those things myself, and sometimes you run into some interesting ideas to expand upon!
Despite the small flaws it has, this book does give you room for ideas, suggestions, and creativeness. It's not a required book to play, but it is a nice book if you're not afraid of testing creativity.
|