Archetype Rules

Core Classes: Although archetypes for core classes alter the spells class feature of their classes, they are still compatible with many existing archetypes, feats, and other options using the following special rules:

  • If an archetype includes diminished spellcasting, the archetype loses the magical talents gained at 2nd, 8th, 14th, and 20th levels.
  • If an option alters or adds to spell lists, that part of the feature simply has no effect.
  • If an option adds spells known (for spontaneous casters), the class instead grants one extra magical talent at the first level these spells become known. Only one talent is gained per group of spells known given. If the spell can be altered, then the magical talent can be altered under the same rules. Replacing spells known has no effect.
  • If an archetype alters proficiencies granted and the granted proficiencies would qualify for a Spheres of Might martial tradition, the archetype is compatible with archetypes that swap out proficiencies for a martial tradition.
  • If an option allows a player to spend spell slots, they may spend an equal number of spell points instead. The equivalent spell level of the spell point is equal to 1/2 the caster level of the character, rounded up, to a maximum of 9.
  • Options that grant a wizard’s arcane bond class feature may substitute the arcane bond option available to the sphere wizard.
  • Spell-like abilities are left unchanged.
  • If an archetype, feat, or other feature requires a specific type of spellcasting (such as arcane or divine), a spherecaster qualifies.

Sphere Archetypes: Many core classes include a base archetype, which usually includes the name of the class and the word ‘sphere’. This archetype converts the class to using spheres. If an archetype says it requires a sphere archetype, it means you cannot use that second archetype unless you also select the sphere archetype, as it depends on the use of spheres.

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