Alternate Racial Traits
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Any Race

If a character receives the Basic Magic Training feat as a racial feature, they may exchange that feat for the Extra Magic Talent feat (as normal) if and when they gain the casting class feature. The provided Extra Magic Talent feat is spent on the same sphere as was originally granted.

Aasimar

Angelic Ally: Through merit, family ties, or inherited obligation, some aasimar have the right to petition the higher planes for aid. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Aligned Creature (good) with its free (form) talent. This replaces skilled and the spell-like ability racial traits.

Archon Ancestor: An aasimar with archon heritage often display more affinity with the magic of teleportation than light. They gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Personal Warp drawback, receiving a bonus talent as normal. This replaces the darkvision and spell-like ability racial traits.

Celestial Body: Some aasimar have a stronger connection to their celestial forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Lycanthropic drawback, gaining Outsider Body as the bonus talent for that drawback. This replaces skilled and the spell-like ability racial traits.

Celestial Petitioner: Some aasimar better know how to call upon the upper planes for aid. Good creatures of the outsider type are always considered as allied when called by a caster of nonevil alignment. Whenever bargaining for the services of a called good creature of the outsider type, they gain a 25% discount on the required payment for any services. This replaces celestial resistance.

Creative Nature: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Limited Creation (create) drawback. They do not gain a bonus talent as is normal for having a sphere-specific drawback, but if they create a holy symbol sized for themselves it lasts for 3 rounds after they stop concentrating. This replaces spell-like ability.

Light Attuned: Occasionally an aasimar is more attuned to the magic and power of light. They gain Basic Magic Training in the Light sphere as a bonus feat. This racial trait replaces the darkvision and spell-like ability racial traits.

Alraun

Bloodweed: The nature of the creation of the alraun leaves some with an innate affinity for blood magic, unfortunately it is not without a cost as they become vulnerable to bright light. They gain Basic Magic Training in the Blood sphere as a bonus feat at 1st level. The alraun also gain light sensitivity, causing them to become dazzled in areas of bright light. This replaces their blood sense racial traits.

Changeling

Dreamspace: Changelings who are the children of dreamthief hags often manifest powers related to dreams. They gain the Dreamspace feat as a bonus feat at 1st level even if they do not meet the prerequisites. This replaces the claws and natural armor racial traits.

Cherufe

Burning Blood: While most amet cherufe have a connection to lava, there are other cherufe of both breeds that possess fire in their blood. The gain the Burning Blood feat and may use their Hit Dice in place of caster level to determine the effects of that feat, if beneficial. This replaces their cherufe breed power.

Dhampir

Bloodbender: Vampiric heritage gives many dhampir an innate affinity for blood magic. They gain Basic Magic Training in the Blood sphere as a bonus feat at 1st level. This replaces manipulative and the spell-like ability racial traits.

Bloodshaper: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Fission and Material Focus (blood) drawbacks, but do not gain bonus talents as normal. You may create blood in solid or liquid form, and it reacts to positive and negative energy as if it were an undead creature rather than an object. Regardless of form, it has no nutritional value unless you possess Sustenance. In addition you may alter (Destroy) creatures with blood as if they were objects, though they are entitled to a Fortitude save for half damage. This replaces spell-like ability. (Blood in a solid form has the same hardness and hit points as ice and may be used to create weapons that possess the fragile quality unless they are created at 1/4 caster level or otherwise enhanced.)

Dwarf

Anchoring Magic: Sometimes dwarves manifest natural talent with magics related to anchoring and stability, allowing them to prevent teleportation and planar movement. They gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Bender drawback, receiving Planar Manipulator as their bonus talent. This replaces the hardy racial trait.

Elf

Doppelganger-spawn: Due to the incredible skill of their imitations, the blood of doppelgangers can easily mingle with that of other races. This blood sometimes asserts itself strongly, creating the doppelganger spawn. They gain the Basic Magic Training feat for the Alteration sphere and the Lycanthropic drawback, gaining the Shifting Disguise feat in place of a bonus talent. This replaces elven magic and keen senses.

Faerie Born: True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though do not change any subtypes. This modifies type and replaces keen senses.

Fey Bargainer: Lingering ties to the fey realms allow those of fey blood to better deal with their distant relations. Creatures of the fey type are always considered as allied when called. Whenever bargaining for the services of a called creature of the fey type, they gain a 25% discount on the required payment for any services. This replaces elven magic.

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces elven magic.

Practice Makes Perfect: Gain a +2 racial bonus for all Craft checks and to your caster level for the create usage of the Creation sphere as long as this bonus does not raise your caster level above your current Hit Dice. This replaces elven magic and keen senses.

Fenghuang

Fey Bargainer: Lingering ties to the fey realms allow those of fey blood to better deal with their distant relations. Creatures of the fey type are always considered as allied when called. Whenever bargaining for the services of a called creature of the fey type, they gain a 25% discount on the required payment for any services. This replaces curiosity.

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces curiosity.

Weatherborn: As masters of both flight and fire, many fenghuang find that manipulating the weather is a trick that comes to them quite naturally. They gain Basic Magic Training in the Weather sphere as a bonus feat. This replaces curiosity.

Fetchling

Animate Shadow: Detaching your shadow and sending it to spy on your enemies (or friends) is a useful skill for those born of shadow. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion’s free talent must be Shadow Creature (form) talent. The caster does not cast a shadow while this companion is summoned. This replaces shadow resistance and spell like ability racial traits.

Darkness Adept: Born of shadow, fetchlings are natural practitioners of magics relating to darkness and deception. They gain Basic Magic Training in the Dark sphere at 1st level. At 13th level, they receive the Extra Magic Talent feat. This replaces spell-like abilities.

Shadow Cache: By utilizing their tie to the Plane of Shadow, some fetchlings gain the ability to create a small, shadowy space that they can store items in. They gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Bender drawback, receiving Extradimensional Storage as their bonus talent. This replaces the shadow blending racial trait.

Gathlain

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces natural armor and spell-like abilities.

Gnome

Arcane Engineer: Gain the Basic Magic Training feat, selecting either the Creation, Illusion or Nature sphere. This replaces gnome magic.

Faerie Born: True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though do not change any subtypes. This modifies type and replaces defensive training.

Fey Bargainer: Lingering ties to the fey realms allow those of fey blood to better deal with their distant relations. Creatures of the fey type are always considered as allied when called. Whenever bargaining for the services of a called creature of the fey type, they gain a 25% discount on the required payment for any services. This replaces gnome magic.

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces gnome magic.

Fey Motes: Through natural talent or by training one aspect of their magic to the exclusion of other magics, some gnomes master their ability to create roving, trickster lights. They gain Basic Magic Training in the Light sphere as a bonus feat, with the Roving Glow drawback and Dancing Lights as their bonus talent. This replaces the obsessive and gnome magic racial traits.

Seelie Savant: Some gnomes embody their fair folk heritage more strongly than others and carry an aura of whimsy with them wherever they go. The beauty around such gifted gnomes is more profound, colors are brighter and some say even jokes are somehow funnier. Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes. Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Creation, Illusion or Nature sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces illusion resistance.

Goblin

Hemo Goblin Straggler: A goblin who came into being through a Hemo Goblin sphere effect, yet for some inexplicable reason never disappeared (such as their target never dying, a mishap, etc.), is left with a small fragment of the magic that brought them into being. The goblin gains Basic Magic Training in the Blood sphere as a bonus feat at 1st level. This replaces skilled.

Half-Elf

Doppelganger-spawn: Due to the incredible skill of their imitations, the blood of doppelgangers can easily mingle with that of other races. This blood sometimes asserts itself strongly, creating the doppelganger spawn. They gain the Basic Magic Training feat for the Alteration sphere and the Lycanthropic drawback, gaining the Shifting Disguise feat in place of a bonus talent. This replaces elven immunities and keen senses.

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces keen senses.

Halfling

Doppelganger-spawn: Due to the incredible skill of their imitations, the blood of doppelgangers can easily mingle with that of other races. This blood sometimes asserts itself strongly, creating the doppelganger spawn. They gain the Basic Magic Training feat for the Alteration sphere and the Lycanthropic drawback, gaining the Shifting Disguise feat in place of a bonus talent. This replaces halfling luck and fearless.

Half-Orc

Doppelganger-spawn: Due to the incredible skill of their imitations, the blood of doppelgangers can easily mingle with that of other races. This blood sometimes asserts itself strongly, creating the doppelganger spawn. They gain the Basic Magic Training feat for the Alteration sphere and the Lycanthropic drawback, gaining the Shifting Disguise feat in place of a bonus talent. This replaces orc ferocity and intimidating.

Human

Doppelganger-spawn: Due to the incredible skill of their imitations, the blood of doppelgangers can easily mingle with that of other races. This blood sometimes asserts itself strongly, creating the doppelganger spawn. They gain the Basic Magic Training feat for the Alteration sphere and the Lycanthropic drawback, gaining the Shifting Disguise feat in place of a bonus talent. This replaces the bonus feat trait.

Ifrit

Elemental Call: Scions of powerful genies can claim a servitor as their inheritance. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Elemental Creature (form) as its first talent, selecting fire as its element. This replaces fire affinity and the spell-like ability racial traits.

Flame Form: Some ifrit have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (fire elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces fire affinity and the spell-like ability racial traits.

Flame Touch: Some ifrit are more adept than others at channeling their native connection to the plane of fire. They gain Basic Magical Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for the fire blast group, receiving a bonus talent as normal. This replaces fire affinity and the spell-like ability racial traits.

Planar Bargainer: The blood of genies calls to its kind as well as honing one’s sense for a deal. Creatures of the outsider type with the fire subtype are always considered as allied when called. Whenever bargaining for the services of a called creature of the outsider type with matching subtype, they gain a 25% discount on the required payment for any services. This replaces energy resistance.

Torchlight: Fire is a natural source of light, and some ifrit master this secondary characteristic. They gain Basic Magic Training in the Light sphere as a bonus feat, with the Touch Of Light drawback and Searing Light as their bonus talent. This racial trait replaces the fire affinity and spell-like ability racial traits.

Kitsune

Fox Guise: To better mesh with the available options, kitsune receive Transformation as a bonus feat gained at 1st level, selecting the form of a Tiny fox per the Animalistic Transformation talent, even if the size is smaller than permitted. This replaces either change shape or kitsune magic.

Special: You may gain Transformation from this trait and Human Guise, exceeding the usual limits for selecting the Transformation feat.

Fox Trickster: Gain the Basic Magic Training as a bonus feat, selecting either the Illusion, Light, or Mind sphere. This replaces the kitsune magic racial trait.

Fox’s Wedding: Some kitsune possess an affinity for weather magic instead of enchantments. They gain Basic Magic Training in the Weather sphere as a bonus feat. This replaces kitsune magic.

Human Guise: To better mesh with the available options, kitsune receive Transformation as a bonus feat gained at 1st level, selecting the form of a human (or other suitable humanoid at the GM’s discretion) per the Anthropomorphic Transformation talent. They do not gain the additional +2 traits, but do retain their low-light vision. This replaces change shape.

Special: You may gain Transformation from this trait and Fox Guise, exceeding the usual limits for selecting the Transformation feat.

Magical Tails: Some kitsune are naturally gifted in magic and grow additional tails as their innate power increases. Legend says that the fur of such gifted kitsune will change to snow white upon growing their 9th and final tail.

Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties; unless stated otherwise, the sign of this witchmark is the growth of additional tails. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes. Gain a bonus spell point at first level plus an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for two spheres from the following list: Alteration, Dark, Destruction, Illusion, Light, Mind or Nature. These choices must be made at first level and cannot be changed later. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces natural weapons.

Natural Shapechanger: A few kitsune push their natural shapeshifting abilities into more extreme directions. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level. This replaces kitsune magic.

Kobold

Avatar of the Dragon: While most kobolds are barely even dim reflections of the might and majesty of their draconic forebears, others are blessed with a much greater portion of the old blood. As a bonus feat gained at 1st level, they can choose either the Transformation feat selecting Dragon Transformation, or Basic Magic Training in Alteration with the Beast Soul drawback, receiving Dragon Transformation as the bonus talent for this drawback. This replaces crafty.

Draconic Debtor: A rare kobold manages to earn the favor of a true dragon, regardless of whether this favor is based on merit, inheritance, or whim, and may call on a lesser reflection of their patron. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion’s free talent must be the Draconic Creature (form) talent. This replaces crafty.

Dragon’s Breath: A few rare kobolds are blessed with the deadly breath of their draconic ancestors. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for a blast group corresponding to a true dragon’s breath weapon and the Shape Focus drawback for the Sculpt Blast blast shape, receiving the bonus talents as appropriate. This replaces crafty.

Special: If you also take the dragon-scaled alternate racial trait, your chosen energy resistance must match that of your blast type.

Merfolk

Water Mastery: Some merfolk find that they possess a natural mastery of water, both above and below the waves. They gain Basic Magic Training in the Weather sphere as a bonus feat, with the Limited Weather (Precipitation) drawback and Rain Lord as their bonus talent. This replaces natural armor.

Nagaji

Serpent’s Body: Some reptilian races are born with a great affinity for the serpents they resemble. They gain Transformation, selecting the form of a serpent per the Serpentine Transformation talent, as a bonus feat at 1st level, even if they do not meet its prerequisites. This replaces resistant and serpent sense.

Summon Serpent: Some reptilian races are born with an innate command of their lesser cousins. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must be of the serpentine body type. This replaces resistant and serpent sense.

Oread

Elemental Call: Scions of powerful genies can claim a servitor as their inheritance. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Elemental Creature (form) as its first talent, selecting acid as its element. This replaces earth affinity and the spell-like ability racial traits.

Gem Crafter: Some oreads have learned how to condense magical energy into stones for later use. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Shape Focus drawback for the Energy Bomb shape, receiving a bonus talent as normal. In addition, the oread has a limited ability to reclaim power from these stones and put it to other uses. As a move action an oread may destroy an Energy Bomb he created without discharging it to gain 1 temporary spell point until the start of his next turn. This replaces the earth affinity and spell-like ability racial traits.

Planar Bargainer: The blood of genies calls to its kind as well as honing one’s sense for a deal. Creatures of the outsider type with the earth subtype are always considered as allied when called. Whenever bargaining for the services of a called creature of the outsider type with matching subtype, they gain a 25% discount on the required payment for any services. This replaces energy resistance.

Stone Body: Some oreads have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (earth elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces earth affinity and the spell-like ability racial traits.

Stone Thrower: Some oreads have mastered conjuring and manipulating stone, crystal, or metal. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for the crystal, electric or stone blast type group, receiving a bonus talent as normal. This replaces earth affinity and the spell-like ability racial traits.

Samsaran

Sphere-touched: The samsaran gains the feat Basic Magic Training as a bonus feat, but are limited to choosing either the Divination or Mind sphere. This replaces samsaran magic.

Sidheir

Faerie Born: True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though do not change any subtypes. This modifies type and replaces multitalented.

Fey Bargainer: Lingering ties to the fey realms allow those of fey blood to better deal with their distant relations. Creatures of the fey type are always considered as allied when called. Whenever bargaining for the services of a called creature of the fey type, they gain a 25% discount on the required payment for any services. This replaces sphere of desire.

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This replaces sphere of desire.

Skinwalker

Form-master: All skinwalkers have some connection to form altering magic, though some wield greater proficiency than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level. This replaces animal minded and the spell-like ability racial traits.

True Changer: Rather than their hereditary lycanthropy manifest in a minor shapeshifting ability, some skinwalker’s can fully assume the form of a beast. They gain Transformation as a bonus feat at 1st level. The form chosen for this feat reflects their lycanthropic heritage (wolf, tiger, shark, etc.). This replaces change shape.

While under the effects of the Transformation feat, they gain a +2 racial bonus to one physical ability score of their choice. This bonus is chosen each time their Transformation shape is assumed.

Strix

Stormwing: Accustomed to performing daredevil stunts in poor weather, these strix treat Wind as one step less severe for purposes of determining whether they would be checked or blown away and their penalty to Fly checks. This replaces nocturnal and hatred.

Suli

Creative Nature: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Limited Creation (create) drawback. They may select a bonus Creation talent as is normal for having a sphere-specific drawback. This replaces elemental assault.

Destructive Hand: A few suli learn to channel the destructive energies in their blood in a different way. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Destructive Touch drawback, receiving a bonus talent as normal. This replaces elemental assault.

Destructive Heritage: A few suli have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation, receiving Elemental Transformation as a bonus talent as normal. This replaces elemental assault, negotiator, and energy resistance.

Elemental Call: Scions of powerful genies can claim a servitor as their inheritance. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Elemental Creature (form) as its first talent, selecting an element matching its heritage (suli can choose any of acid, cold, electricity, and fire). This replaces elemental negotiator and elemental assault for suli.

Planar Bargainer: The blood of genies calls to its kind as well as honing one’s sense for a deal. Creatures of the outsider type with either air, earth, fire, or water subtypes (chosen at character creation but may not be changed afterwards) are always considered as allied when called. Whenever bargaining for the services of a called creature of the outsider type with matching subtype, they gain a 25% discount on the required payment for any services. This replaces energy resistance.

Sylph

Air Blooded: Some sylph are particularly skilled at the offensive application of their natural talents. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for the air, electric, or sonic group, receiving a bonus talent as normal. This replaces air affinity and the spell-like ability racial traits.

Air Master: Some sylph have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (air elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces air affinity and the spell-like ability racial traits.

Airy Heritage: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Material Focus: Gas drawback, but do not gain a bonus talent as normal. Whenever a sylph creates or alters a gas, they gain a fly speed of 5 feet per two caster levels until the end of their turn. This replaces spell-like ability.

Elemental Call: Scions of powerful genies can claim a servitor as their inheritance. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Elemental Creature (form) as its first talent, selecting electricity as its element. This replaces air affinity and the spell-like ability racial traits.

Gale Master: Some sylph can call upon blasts of wind to scatter their enemies. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy focus drawback for the air blast group, receiving a bonus talent as normal. In addition, when casting a destructive blast modified by the Air Blast talent they may choose for it to deal no damage. If dealing no damage, the destructive blast gains a bonus to CMB on its bull rush attempt equal to +1 per die of damage it would normally have inflicted. Using Air Blast to bull rush an opponent into an obstacle still inflicts damage as normal. This replaces air affinity and the spell-like ability racial traits.

Gusts And Gales: Some sylph are more adept at controlling wind than their own movement through the air. They gain Basic Magic Training in the Weather sphere as a bonus feat, with the Limited Weather (Wind) drawback and Wind Lord as their bonus talent. This replaces the spell-like ability and air affinity racial traits.

Planar Bargainer: The blood of genies calls to its kind as well as honing one’s sense for a deal. Creatures of the outsider type with the air subtype are always considered as allied when called. Whenever bargaining for the services of a called creature of the outsider type with matching subtype, they gain a 25% discount on the required payment for any services. This replaces energy resistance.

Tiefling

Deceiver: Gain the Basic Magic Training feat as a bonus feat, selecting either Destruction, Illusion or Mind sphere. This replaces the spell-like ability trait.

Destructive Nature: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Limited Creation (alter) drawback and gain Potent Alteration as the bonus talent for having a sphere-specific drawback. As part of altering an object a tiefling may choose to brand it with the mark of their deity, allowing it to function as a holy or unholy symbol. This replaces spell-like ability.

Destructive Taint: Some tieflings are born with a natural affinity for destructive magic, channeling the fire of the lower planes. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for a blast group appropriate to their heritage, as approved by the GM, receiving a bonus talent as normal. This replaces fiendish sorcery and the spell-like ability racial traits.

Fiendish Atavism: Some tieflings have a stronger connection to their fiendish forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the with the Lycanthropic drawback, gaining Outsider Body as the bonus talent for that drawback. This replaces fiendish sorcery and the spell-like ability racial traits.

Fiendish Bargainer: Some tieflings have an inherent sense for the desires of their forebears. Evil creatures of the outsider type are always considered as allied when called by a caster of nongood alignment. Whenever bargaining for the services of a called evil creature of the outsider type, they gain a 25% discount on the required payment for any services. This replaces fiendish resistance.

Fiendish Servitor: A few tieflings have learned to leverage the power of their blood to wrench a minion from the lower realms. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Aligned Creature (evil) with its free (form) talent. This replaces skilled and the spell-like ability racial traits.

Obscured Heritage: The light does not shine evenly across the multiverse, and those tieflings tracing their heritage to one of the benighted planes tend to show a particular talent for manipulating darkness. They gain Basic Magic Training in the Dark sphere at first level. This replaces spell-like ability.

Selfish Teleport: Some fiends possess the natural ability to teleport, and their tiefling descendents will sometimes manifest a similar talent. These tieflings gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Personal Warp drawback, receiving a bonus talent as normal. This replaces the fiendish sorcery and spell-like ability racial traits.

Traitorous Taint: Some tieflings are predatory deception incarnate. Their every move identifies them as descended from the apex ambush predators and coercive dominators of the pit. Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes.

Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Destruction, Illusion or Mind sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces fiendish sorcery.

Undine

Elemental Call: Scions of powerful genies can claim a servitor as their inheritance. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Elemental Creature (form) as its first talent, selecting cold as its element. This replaces water affinity and the spell-like ability racial traits.

Ocean Born: Some undine have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (water elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces water affinity and the spell-like ability racial traits.

Ocean Master: Some undine are particularly skilled at the offensive application of their natural talents. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Energy Focus drawback for the cold blast group, receiving a bonus talent as normal. This replaces water affinity and the spell-like ability racial traits.

Planar Bargainer: The blood of genies calls to its kind as well as honing one’s sense for a deal. Creatures of the outsider type with the water subtype are always considered as allied when called. Whenever bargaining for the services of a called creature of the outsider type with matching subtype, they gain a 25% discount on the required payment for any services. This replaces energy resistance.

Watery Heritage: Gain Basic Magic Training with the Creation sphere as a bonus feat with the Water Wizard drawback. This replaces spell-like ability.

Vishkanya

Serpent’s Body: Some reptilian races are born with a great affinity for the serpents they resemble. They gain Transformation, selecting the form of a serpent per the Serpentine Transformation talent, as a bonus feat at 1st level, even if they do not meet its prerequisites. This replaces poison use and toxic.

Summon Serpent: Some reptilian races are born with an innate command of their lesser cousins. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must be of the serpentine body type. This replaces poison use and toxic.

Wayang

Animate Shadow: Detaching your shadow and sending it to spy on your enemies (or friends) is a useful skill for those born of shadow. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion’s free talent must be Shadow Creature (form) talent. The caster does not cast a shadow while this companion is summoned. This replaces shadow magic and shadow resistance.

Fated Fade: All wayangs are called to be dissolved into the shadow. On rare occasions the strength of a wayang soul begins to blur and distort the body that houses it as it tries to return to the greater darkness. Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties. Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Darkness, Illusion or Protection sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces shadow resistance.

Shadow Specialist: Gain the Basic Magic Training feat, selecting either the Dark, Illusion or Protection sphere. This replaces the shadow magic racial trait.

Shadow Symbiosis: Believing they will one day return to the shadow from which they emerged, wayangs have an almost symbiotic relationship with the darkness. At 1st level they gain a +2 bonus to all saves against Dark sphere effects as well as spells of the shadow subschool, a +1 bonus to the DC of Dark sphere effects they cast, and Basic Magic Training feat in the Dark sphere. This replaces shadow resistance and shadow magic.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
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Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
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Waking Sleeper
Spheres
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Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
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Alchemical Items Apparatuses (Metamagic) Charms Compounds
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Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
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Get Ultimate Spheres of Power Get the Original RulebookU
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
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Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
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Cohorts and Companions Dark ApocryphaU Destruction ApocryphaU Light ApocryphaU
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Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU The Bear Sphere The Blood SphereU Blood and Portents
Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU Initiate's Handbook
Items of PowerU The Jester's Handbook Mythic Spheres of Power The Technomancy Sphere
Treasures of the Spheres The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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