Archetypes

Sphere Bard

Casting

The sphere bard may combine spheres and talents to create magical effects. The sphere bard is considered a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The sphere bard gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere bard gains 1 magic talent every time she gains a caster level.

Recommended Casting Tradition: The classic feel of the bard can be recreated through taking the verbal casting and somatic casting drawbacks.

Sphere Cleric

Casting

The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.

Necromantic Focus

A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st.

This replaces spontaneous casting.

Domains

A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels.

The spheres associated with each domain are as follows: Air (Weather), Animal (Alteration), Artifice (Creation), Chaos (Fate), Charm (Mind), Community (Protection), Darkness (Dark), Death (Death), Destruction (Destruction), Earth (Nature), Evil (Fate), Fire (Nature), Glory (Enhancement), Good (Fate), Healing (Life), Knowledge (Divination), Law (Fate), Liberation (Warp), Luck (Fate), Madness (Mind), Magic (Divination), Nobility (War), Plant (Nature), Protection (Protection), Repose (Life), Rune (Enhancement), Scalykind (Alteration), Strength (Enhancement), Sun (light), Travel (Warp), Trickery (Illusion), Void (Warp), War (War), Water (Nature), Weather (Weather).

This modifies the domains class feature.

Recommended Casting Tradition: The classic feel of the cleric can be recreated through taking the divine petitioner casting tradition.

Sphere Druid

Casting

The sphere druid may combine spheres and talents to create magical effects. The sphere druid is considered a High-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The sphere druid gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere druid gains 1 magic talent every level.

Nature Bond

If a druid chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th, 9th, 13th, and 17th level, as the sphere cleric.

This modifies the nature bond class feature.

Wild Heart

The sphere druid gains the Alteration sphere or a talent from the Alteration sphere as a bonus sphere at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself and only on herself to endure without concentration, the effect lasts for up to 10 minutes per caster level instead of 1 minute per caster level. At 20th level, the effect can be made permanent until dismissed.

This ability replaces wild shape.

Recommended Casting Tradition: The classic feel of the druid can be recreated through taking the verbal casting and animal shaman (Mind) drawbacks.

Sphere Paladin

Casting

At 4th level, the sphere paladin may combine spheres and talents to create magical effects. The sphere paladin is considered a Low-Caster and uses Charisma as his casting ability modifier, but only counts his paladin levels -3 as casting class levels. (Thus, a level 9 sphere paladin would have a caster level of 3.) (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The sphere paladin gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level -3 + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere paladin gains one magic talent at 5th level and every 2 levels thereafter.

Recommended Casting Tradition: The classic feel of the paladin can be recreated through taking the divine petitioner casting tradition.

Sphere Ranger

Casting

At 4th level, the sphere ranger may combine spheres and talents to create magical effects. The sphere ranger is considered a Low-Caster and uses Wisdom as her casting ability modifier, but only counts her ranger levels -3 as casting class levels. (Thus, a level 9 ranger would have a caster level of 3.) (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Pool

The sphere ranger gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level -3 + his Wisdom modifier. This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere ranger gains one magic talent at 5th level and every 2 levels thereafter.

Recommended Casting Tradition: The classic feel of the ranger can be recreated through taking the verbal casting, prepared caster, and animal shaman (Mind) drawbacks.

Sphere Sorcerer

Casting

The sphere sorcerer may combine spheres and talents to create magical effects. The sphere sorcerer is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature, and the Eschew Materials bonus feat.

Spell Points

The sphere sorcerer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Sorcerous Blood

The sphere sorcerer gains 1 additional spell point for every sorcerer level gained.

This replaces all bloodline spells.

Magic Talents

A sphere sorcerer gains one magic talent every level.

Focus Sphere

Many bloodline arcanas do not function correctly when using the Spheres of Power system. As such, a sphere sorcerer may always choose to replace his bloodline arcana with a focus sphere. The sphere sorcerer gains one sphere of his choice as a bonus magic talent and treats his caster level as being one higher when using that sphere.

Recommended Casting Tradition: The classic feel of the sorcerer can be recreated through selecting the verbal casing and somatic casting (2) drawbacks.

Sphere Wizard

Casting

The sphere wizard may combine spheres and talents to create magical effects. The sphere wizard is considered a High-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.

Spell Points

The sphere wizard gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligent modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere wizard gains 3 magic talents every 2 levels. (2 at 1st level, 1 at 2nd level, 2 at 3rd level, 1 at 4th level, etc.)

Sphere Specialization: A sphere wizard gains a sphere specialization of her choice from the list of sphere specializations included in the incanter class description.

This replaces the arcane school and arcane bond class features.

Recommended Casting Tradition: The classic feel of the wizard can be recreated through selecting the traditional magic casting tradition.

Section 15: Copyright Notice

Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers

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