Dark Presence
Ultimate Spheres of Power


A dark presence gains the War sphere as a bonus sphere at 1st level and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other sources.

This replaces enchanter.


The dark presence gains a +2 bonus to the DCs of his War sphere abilities and dark presence class features, as well as Bluff, Diplomacy and Intimidate checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.

This replaces persuasive. Class abilities and feats that refer to persuasive refer to ominous instead, and he may gain abilities that have persuasive as a requirement.

Eyes of Onyx

At 3rd level, the dark presence gains Soul- Piercing Gaze as a bonus feat. If he already possesses Soul- Piercing Gaze, then he gains Extra Emotion instead. The bonus from his ominous class feature applies to his Soul-Piercing Gaze.

This replaces defensive empathy.


The dark presence gains the following hypnotisms:


At 1st level, the dark presence places a seed of self-destructive rage into the target’s mind, making them concentrate on their aggression to the detriment of defending their self. The target must succeed at a Will save or lose their Dexterity bonus to their AC for one round.

This replaces fascinate.


At 4th level, the dark presence can sow confusion. The chaos of the battlefield leaves the target’s mind disoriented as they try to make sense of the madness of war. They must succeed at a Will save or be confused for a number of rounds equal to the dark presence’s class level. The target receives a new save at the end of each of their turns.

This replaces liberate.


At 10th level, the dark presence can fill the target with pain. The target takes 1d8 nonlethal damage for every class level the dark presence has. A successful Will save reduces the damage to half.

This replaces inspire greatness.


At 16th level, the dark presence exposes their enemy to the gore and blood of war. The target must succeed at a Fortitude save or become nauseated for a number of rounds equal to 1/2 the dark presence’s class level. They receive a new save at the end of each of their turns. When a creature succeeds at a saving throw, they are then sickened for the remainder of the duration.

This replaces inspire heroics.


At 19th level, the dark presence can cause a target to be filled with hopelessness. If they fail their Will save, they become unable to attack, assist their allies, or do anything but move and defend themselves. Any emotional effect (such as an enchantment or Mind sphere effect) allows the creature to attempt a new saving throw, as they are given new purpose, but they receive a -2 penalty for each previous save they failed against the effect. Otherwise, the effect lasts a number of rounds equal to the dark presence’s class level.

This replaces reverence.

Darkest Presence

At 20th level, the dark presence can unleash a torrent of emotion across an area, invading the minds of all save for those the dark presence spares. Whenever the dark presence uses a hypnotism, he may spend four uses of hypnotism instead of one to affect all enemies within the area of effect of a single totem he has created. Enemies do not need to be visible to the dark presence to be affected, nor do they need to be within range of his hypnotism ability.

This replaces domination.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
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
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Purring Racial Ritual
Squadron Surreal Teamwork Theurge
Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
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
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
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 The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
The High Magic Handbook
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

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.