Casting Packages

Wiki Note: These are not official rules. Instead, they're a quick-and-dirty way to grant casting powers to NPCs and creatures when you either don't have the time or just don't want to do a full rebuild.


Casting Packages are thematic collections of talents designed to give characters particular casting abilities. These serve as a way to quickly convert a monster or NPC into a spherecaster. These are not a replacement for levels in a spherecasting class or intended for use by player characters - instead, they just represent quick ways to toss spherecasting onto a creature in a way that's good enough to get the job done for use in combat. Unlike Martial Packages, which contain entire builds, Casting Packages are organized into small groups of talents by sphere and theme. For example, if you want to give a creature magical offense, just give it a Destruction Package.

As a general suggestion, creatures should have up to 2 casting packages, +1 for every 5 CR. This is a suggestion, not a rule - if a creature needs more or fewer packages to fit your theme, give them that number instead.

Casting Packages generally do not affect a creature's CR - while they give creatures more options, these options are limited by their caster level and generally don't strengthen a creature enough to change its CR.

Creatures are always assumed to be using spell points to improve the effects of their abilities when using Casting Packages. For example, all Destruction Casting Packages have a damage of 1dX/CL (read this as 1dX per CL), rather than 1dX/2 CL (1dX per 2 CL). Monsters fighting for their lives don't hold back against groups of well-armed murderhobos.

Each Casting Package includes the relevant information, including the effect, range, save, spell point cost, and other information as necessary. If a package does not need a particular entry, that entry is removed to save space.

Determining A Creature's Caster Level For Casting Packages

If a creature already has a Caster Level (from class levels and/or racial casting abilities), use that. This takes priority.

If a creature does not have a caster level, it gains caster level progression based on its type and CR, as described below. Most creature have inverse caster level gain to their BAB, but there are a few exceptions. Only consider the creature's type - subtypes that alter BAB do not change CL progression for Casting Packages. If a creature has both racial and class hit dice, count all the dice but use the progression speed of the racial dice.

Once you know the creature's type, compare that to Table: Caster Level Gain By CR (below). Remember that creatures gain progression for CL with Casting Packages based on their Challenge Rating, not on their hit dice or class levels.

  • Aberration: Mid Caster
  • Animal: Mid Caster (Usually becomes a Magical Beast; gaining a Casting Package and remaining an Animal is very rare)
  • Construct: Low Caster
  • Dragon: Full Caster (Dragons usually have existing caster levels)
  • Fey: Full Caster
  • Humanoid: Mid Caster
  • Magical Beast: Mid Caster (Magical beasts have full BAB, but are also inherently magical)
  • Ooze: Mid Caster
  • Outsider: Mid Caster (Outsiders usually have existing caster levels)
  • Plant: Mid Caster
  • Undead: Low Caster
  • Vermin: Low Caster
Table: Caster Level Gain By CR
CR High Caster Mid-Caster Low Caster
1 +1 0 0
2 +2 +1 +1
3 +3 +2 +1
4 +4 +3 +2
5 +5 +3 +2
6 +6 +4 +3
7 +7 +5 +3
8 +8 +6 +4
9 +9 +6 +4
10 +10 +7 +5
11 +11 +8 +5
12 +12 +9 +6
13 +13 +9 +6
14 +14 +10 +7
15 +15 +11 +7
16 +16 +12 +8
17 +17 +12 +8
18 +18 +13 +9
19 +19 +14 +9
20 +20 +15 +10
21 +21 +15 +10
22 +22 +16 +11
23 +23 +17 +11
24 +24 +18 +12
25 +25 +18 +12
26 +26 +19 +13
27 +27 +20 +13
28 +28 +21 +14
29 +29 +21 +14
30 +30 +22 +15

Determining A Character's Spell Points For Casting Packages

Creatures using Casting Packages have a number of spell points equal to their Challenge Rating + 5 (minimum 5). Do not bother adjusting their spell points to account for casting traditions; Casting Packages are a quick conversion and the difference rarely matters enough to spend time adjusting for it.

Determining A Creature's Magic Skill Bonus For Casting Packages

Creatures using Casting Packages have a Magic Skill Bonus equal to their Challenge Rating regardless of caster level progression speed.

Modifying Packages

Many Casting Packages are easily modified by changing the talents they contain. This is especially true for the Destruction Sphere, where you can change Blast Type talents to anything you want. It's impractical to try and create every possible combination, so those packages focus more on shapes (an attack style).


Casting Packages

Special

Counterspelling Package

Feats: Counterspell, Counterspelling Strike, Counterspell Mastery (MSB 7+), Improved Counterspell (MSB 10+), Greater Counterspell (MSB 15+)
Effect: Standard action to dispel a magic effect or readied action to counter, as Counterspell feat, making a Magic Skill Check. You may spend a spell point as an immediate action to attempt a dispel when striking an enemy with a weapon, as Counterspelling Strike. At MSB 7, you may counter spells being cast as an immediate action, as Counterspell Mastery. At MSB 10+, you may target 1 + 1 per 5 CL effects, as Improved Counterspell. At MSB 15, you may target a 40-foot radius burst or destroy an item or antimagic field, as Greater Counterspell.
Magic Skill Check: 1d20 + MSB vs target's Magic Skill Defense (MSD). In Casting Packages, MSB = Caster's CR.
Range: Medium (100 feet + 10 feet per CL)
Cost: 1 Spell Point (Counterspell) or 2 Spell Points (Improved Counterspell) or 3 Spell Points (Greater Counterspell); +1 Spell Point to use Counterspelling Strike or Counterspell Mastery.

Alteration

Wings Package (CL 5+)

Talents: Alteration Sphere, Avian Transformation
Effect: Standard Action granting a fly speed of 30 feet (poor maneuverability), +20 feet at 10th CL and ever 5 CL thereafter.
Duration: 1 minute/CL
Range: Self or Touch
Cost: 1 Spell Point

Death

Necromancer Package

Talents: Death Sphere, Dark Sacrifice, Empowered Reanimate, Expanded Necromancy, Greater Reanimate (x3), Lingering Necromancy, Mass Reanimate, Master's Presence (x3)
Effect: Standard Action to reanimate multiple undead in range with hit dice up to 5*CL. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies. Undead may be reanimated with additional templates, as Expanded Necromancy, and gain a +4 bonus to Strength and Constitution. Undead last for 1 hour/CL. You may telepathically communicate with and command your undead within long range. Whenever you would take hit point damage that would reduce you to 0 hit points or less, you can spend 1 spell point as an immediate action to sacrifice a mindless undead creature you control within close range (or the range of your Master’s Presence, whichever is greater), destroying it instantly; reduce the damage you take by the sacrificed undead’s current hit points (to a minimum of 0).
Duration: 1 hour/CL
Range: Close (25 feet + 5 feet per 2 CL)
Cost: 1 Spell Point (sacrifice undead) or 2 Spell Points (reanimate undead)

Destruction

Destructive Maw Package

Talents: Destruction Sphere, Destructive Maw (Blast Shape)
Effect: Swift Action granting a Bite Attack (targeting normal AC) that deals 1d6 bludgeoning damage/CL. Swift Action spells do not provoke attacks of opportunity.
Duration: 1 round/CL
Range: Self
Cost: 2 Spell Points
Alternates: Apply any Blast Type talent to change damage type or add additional effects

Destructive Sniper Package

Talents: Destruction Sphere, Guided Strike (Blast Shape), Stone Blast (Blast Type)
Effect: Standard Action dealing 1d6 B/P/S damage/CL in a Ranged Touch Attack; attack has a +20 circumstance bonus to hit. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
Range: Close (25 ft + 5 ft per 2 caster levels)
Cost: 2 Spell Points
Alternates: Apply any other no SP blast type talent to change the damage type, damage die size, or additional effects

Fireball Package

Talents: Destruction Sphere, Explosive Orb (Blast Shape), Searing Blast (Blast Type)
Effect: Standard Action dealing 1d8 fire damage/CL in up to a 10-foot Burst (+5 feet per 5 CL) centered within range
Save: Reflex Halves (DC: 10 + 1/2 the caster level + the caster’s casting ability modifier)
Range: Close (25 ft + 5 ft per 2 caster levels)
Cost: 2 Spell Points
Alternates: Apply any other no SP blast type talent to change the damage type, damage die size, or additional effects

Enhancement

Crippling Package

Talents: Enhancement Sphere, Cripple (enhance), Mass Enhancement, Ranged Enhancement
Effect: Standard Action to give a -1 penalty to all of a creature’s d20 rolls (attack rolls, saving throws, ability checks and skill checks) (-1 per 5 CL, max -5) to 1 + 1/2 CL (minimum two total) creatures in Medium range.
Duration: 1 minute/CL
Save: Will Negates (DC: 10 + 1/2 the caster level + the caster’s casting ability modifier)
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Energy Weapon Package

Talents: Enhancement Sphere, Energy Weapon (enhance), Mass Enhancement, Ranged Enhancement
Effect: Standard Action to enhance 1 + 1/2 CL (minimum two total) weapons in Medium range, granting them the corrosive (1d6 acid), flaming (1d6 fire), frost (1d6 cold), or shock (1d6 electricity) special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.
Duration: 1 minute/CL
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Equipment Enhancer Package

Talents: Enhancement Sphere, Mass Enhancement, Natural Enhancement, Ranged Enhancement
Effect: Standard Action to give a +1 enhancement bonus (+1 per 5 CL, max +5) to 1 + 1/2 CL (minimum two total) weapons, armor, and/or shield in Medium range. Weapon enhancements increase accuracy, damage, and DR penetration. Armor and Shield enhancements improve Armor Class. The bonus to weapons can apply to a creature's natural attacks (each natural attack counts as 1 weapon).
Duration: 1 minute/CL
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Slowing Package

Talents: Enhancement Sphere, Cripple Movement (enhance), Mass Enhancement, Ranged Enhancement
Effect: Standard Action to halve the base land speed of 1 + 1/2 CL (minimum two total) creatures in Medium range. Alternatively, you may remove one of a creature’s special movement speeds, such as flight or burrow; if the creature in question has a natural flight speed, they glide safely to the ground.
Duration: 1 minute/CL
Save: Will Negates (DC: 10 + 1/2 the caster level + the caster’s casting ability modifier)
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Speeding Package

Talents: Enhancement Sphere, Increase Speed (enhance), Mass Enhancement, Ranged Enhancement
Effect: Standard Action to enhance 1 + 1/2 CL (minimum two total) creatures in Medium range, granting them a +10 ft. enhancement bonus to one movement speed, as well as a +2 enhancement bonus to any Acrobatics, Climb, Fly, or Swim checks they might make while using that movement speed. These bonuses increases by +10 and +2, respectively, at 5th caster level, and every 5 caster levels thereafter (maximum of +50 ft. and a +10 bonus at 20th caster level).
Duration: 1 minute/CL
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Strengthening Package

Talents: Enhancement Sphere, Physical Enhancement (enhance), Mass Enhancement, Ranged Enhancement
Effect: Standard Action to enhance 1 + 1/2 CL (minimum two total) creatures in Medium range, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases to +4 at 7th caster level and +6 at 14th caster level. Strength bonuses improve melee accuracy and damage. Dexterity bonuses increase initiative, armor class, and ranged accuracy. Constitution bonuses increase hit points.
Duration: 1 minute/CL
Range: Medium (100 ft + 10 ft per caster level)
Cost: 2 Spell Points

Life

Healer Package

Talents: Life Sphere, Greater Healing, Ranged Healing
Effect: Standard Action to heal 1d8 + 2*CL hit points, or grant CL in temporary hit points (max 1/2 target's HP), or Restore target as Life sphere ability to 1 target in Close range
Save: Will Halves (DC: 10 + 1/2 the caster level + the caster’s casting ability modifier)
Range: Close (25 ft + 5 ft per 2 caster levels)
Cost: 0 Spell Points (temp HP) or 1 Spell Point (cure or restore)

Healer, Great Package

Talents: Life Sphere, Greater Healing (x3), Mass Healing, Ranged Healing
Effect: Standard Action to heal 1d8 + 4*CL hit points, or grant CL in temporary hit points (max 1/2 target's HP), or Restore target as Life sphere ability to 1 or 1+1/2 CL (minimum two total) targets (cure or temp HP only; Restore is single target)
Save: Will Halves (DC: 10 + 1/2 the caster level + the caster’s casting ability modifier)
Range: Close (25 ft + 5 ft per 2 caster levels)
Cost: 0 Spell Points (temp HP) or 1 Spell Point (cure or restore, or mass temp HP) or 2 Spell Points (mass healing+cure)


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
Bokor Forest Lord Tempestarii Waking Sleeper
Spheres
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Bear Blood Fallen Fey Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Rituals Spellcrafting
Traits Wild Magic Sphere Bestiary Sphere Templates
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Feats
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Apex Shifter Dark Apocrypha Destruction Apocrypha Light Apocrypha
Nature (Air) Package Nature (Earth) Apocrypha Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha
Nature (Spirit) Apocrypha
Other Spheres Products
Archetypes of Power The Bear Sphere The Blood Sphere The Fallen Fey Sphere
Items of Power The Technomancy Sphere The Wraith Class Woodfaring Adventures
Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.