Beguiler
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Legends of the Spheres
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Where an envoy could be called the ‘chisel’ of the social world, the beguiler is thought of more as the ‘hammer’; capable of significant social integration at the cost of the fallout that ensues afterwards. Beguilers possess both the gift of magic and the gift of the gab, allowing them to influence people more efficiently than an envoy, while also possessing a knack for subtlety for their magic as well.

Casting

A beguiler may combine spheres and talents to create magical effects. A beguiler is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Blended Training

Whenever a beguiler would gain a skill talent from his class levels, he may instead choose to gain a magic talent. [Utility] talents cannot be used to gain magic talents unless they have the [utility] tag (which can be introduced using the variant on page 4).

This alters skill expertise.

Spell Pool

A beguiler 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 envoy level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

This replaces the flairs gained at 5th, 9th, 13th, and 17th level.

Magical Emissary

At 1st level, the beguiler chooses one of the following spheres: Conjuration, Dark, Illusion, Light, or Mind. The beguiler gains the chosen sphere as a bonus sphere, and treats his class level as his caster level for the sphere. This stacks normally with caster levels from other sources.

Forceful Influence

Whenever the beguiler would spend skill leverage to gain influence over a creature faster, he can spend spell points instead of skill leverage when doing so. The beguiler can also use this ability instead of outwitting by spending 1 spell point as a standard action. If the beguiler does this, the influence is more akin to a hammer than a chisel, and becomes an enchantment (compulsion) mind-affecting effect.

When such influence disappears, the creature is aware that there was magic at play, and may become hostile or at least decrease their attitude towards the beguiler by one step.

This alters influence.

Magical Decorum (Su)

At 3rd level, the beguiler gains the Cunning Caster feat as a bonus feat, even if he does not meet the prerequisites; he may use a Diplomacy check opposed by an observer's Sense Motive check if he chooses.

Creatures that he has influence over suffer a penalty to the opposed check equal to his dispiriting words penalty (which does not stack with an actual use of dispiriting words).

Additionally, a creature suffers a -1 penalty to saving throws against the beguiler’s magical sphere abilities as long as they do not see him as a threat; this increases by 1 per 5 envoy levels beyond 3rd he possesses.

This replaces powerful personality.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
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Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
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
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Alchemical Items Apparatuses (Metamagic) Charms Compounds
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Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
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
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
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Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 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 Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

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

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