General Feats
Ultimate Spheres of Power

Advanced Magic Training

Prerequisite: Basic Magic Training or casting class feature.

Benefit: Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).

Special: For retraining purposes, having the casting class feature counts as Advanced Magic Training.

Aeolian Flautist

Prerequisite: Bardic performance or raging song class feature.

Benefit: When you use Perform (wind) to produce a bardic performance or a raging song in an areas of wind, treat your relevant class level and ranks in Perform (wind) as 1 higher for each category above severity level 1.

Arcane Empowerment

Prerequisites: Spell pool; the ability to cast arcane, divine, or psychic spells.

Benefit: When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. You cannot spend more than 1 spell point in this manner. This does not stack with an arcanist’s ability to increase a spell’s caster level or DC through the expenditure of points from their arcane reservoir.

Wiki Note: This feat upgrades traditional non-sphere spells.

Armorist Training

Prerequisites: One or more of the following class features: arcane pool, divine bond, sacred armor, sacred weapon.

Benefit: You may add all the special abilities from the list of special abilities an armorist may add to their summon and bound weapons to the list of special abilities your weapons or armor may possess. When you add weapon special abilities to a weapon using your arcane pool, divine bond, or sacred weapon ability, you may choose from the special abilities an armorist has access to. Similarly, when you add special abilities to armor using your sacred armor ability, you may choose armor special abilities an armorist has access to.

Armorist Trick

Prerequisites: One or more of the following class features: arcane pool, divine bond, sacred armor, sacred weapon.

Benefit: You may choose an armorist’s arsenal trick that allows you to add special abilities to the list of special abilities your weapons or armor may possess. Treat your class level as your armorist level when meeting the prerequisites for this arsenal trick. When you add weapon special abilities to a weapon using your arcane pool, divine bond, or sacred weapon ability, you may choose from the special abilities provided by the trick. Similarly, when you add special abilities to armor using your sacred armor ability, you may choose armor special abilities provided by the trick. You may take this feat more than once. Each time you do, choose another arsenal trick.


Prerequisite: Any Craft or Profession 5 ranks.

Benefit: Select one Craft or Profession skill in which you have at least 5 ranks. You gain a +2 bonus on your chosen Craft or Profession skill. You may use your ranks in this Craft or Profession skill as if it were your caster level and magic skill bonus when qualifying for item creation feats, and when determining how powerful of an enchantment you may place upon an item. Possessing this feat does not, however, grant you access to any magic spheres when determining which enchantments you may place upon an item. You must use your chosen Craft or Profession skill when creating a magic item, and cannot work with any item or material not related to your chosen skill.

Special: This feat counts as, and does not stack with, the Master Craftsman feat, and may be selected in place of Master Craftsman whenever that feat is gained.

Artificery, Improved

Prerequisites: Any Craft or Profession 10 ranks, Artificery.

Benefit: When using the skill chosen with the Artificery feat to create a magic item, you may craft that magic item whether or not you possess its prerequisite base sphere. Crafting a magic item in this fashion increases the skill check required to make the item by +5.

Basic Magic Training

Prerequisite: No casting class feature.

Benefit: Choose a sphere of magic. You gain access to this basic sphere. You gain an effective caster level of 1, a magic skill bonus of 1, a magic skill defense of 12, and a spell pool of 1. You may also select a casting tradition when you gain this feat. You are considered to possess the casting class feature, but do not gain the +2 magic talents a caster gains for their 1st level in a casting class.

If you later gain levels in a class granting the casting class feature, exchange this feat for the Extra Magic Talent feat.

Special: For retraining purposes, having the casting class feature counts as Basic Magic Training.


Prerequisite: Basic Magic Training or casting class feature.

Benefit: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created.

  • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
  • You may clean, soil, or color up to 1 cubic foot of material per round.
  • You may create floating lights the size of candle flames and move them up to 20 feet per round as a free action.
  • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
  • You may open or close a door or container weighing no more than 30 lbs.
  • You may chill, warm, or flavor 1 lb. of nonliving material.
  • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
  • You may lift objects weighing up to 1 lb. and move them up to 10 feet per round.
  • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
  • You may touch a creature or object and detect whether it possesses a magical aura. You may use Spellcraft to identify its aura as if using the detect magic spell.

You can make up new effects, but they should not be more powerful than those listed above. The GM is the final arbiter of what is or is not a cantrip.

Wiki Note: An optional rule for Spheres of Power is giving this feat for free to all casters. The GM may decide whether to hand out this feat for free.

Circle Casting

Prerequisites: Casting class feature, magic skill bonus +10.

Benefit: You may assist another spellcaster who also possesses this feat, granting them a temporary +1 bonus to their caster level, as well as granting them access to your spell points and talents as if they possessed them. You must spend a standard action every round to maintain this ability, and you must be within 30 feet of the caster you are aiding in this manner. A target may be helped by multiple casters at once in this manner, but all involved casters must remain within 30 feet of each other, and the effects are not strictly cumulative. It takes one assisting caster to add a +1 bonus, three to add a +2 bonus, six to add a +3 bonus, ten to add a +4 bonus, and fifteen to add a +5 bonus. No caster may receive more than a +5 bonus in this manner.

Complex Harmony

Prerequisites: Bardic performance class feature, character level 10th.

Benefit: You may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained.

This ability does not stack with any other method of maintaining simultaneous bardic performances.


Prerequisites: Casting class feature, caster level 10th.

Benefit: You may spend a spell point and ten minutes of preparation to use a sphere effect in such a way that it comes into effect under some later condition you have previously dictated. You must pay any spell point costs associated with the desired effect and must place the effect on yourself or onto a creature or location within close range. The creature or area selected must be the target of the sphere effect.

The conditions needed to activate the effect must be clear, but they can be general. (If the caster is dropped below half hit points, if an elf enters the room, or if Madame Deflour comes within close range are all examples of contingency conditions.)

In all cases, the contingency causes the sphere effect to manifest instantly when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the effect may fail when triggered. The effect occurs based solely on the stated conditions, regardless of whether you want it to. You may only have one contingency active at a time; any previous unused contingency effect is dispelled when a new one is created.

A caster always knows when their contingency is triggered, even if they are not present. If a contingency is placed on a creature or location, it can be detected and dispelled like any other sphere effect. For this purpose, a contingency is considered a magic trap with a Perception and Disable Device DC equal to 25 + 1/2 the caster level.

If a contingency remains unused when a caster rests to regain spell points, they may choose to dispel the contingency or sustain it, in which case they do not recover the spell points used to create the contingency.

Contingency, Enhanced

Prerequisites: Enhancement sphere, Contingency.

Benefit: You may enhance a contingency effect. If the contingency creates or summons a valid target for that enhancement, the enhancement is transferred to that target. Otherwise, the enhancement is transferred to the sphere effect once it takes effect. You may spend an additional spell point when applying the enhancement to tie it into the contingency; if you do so, time spent prior to the contingency triggering does not count towards the enhancement’s duration.

Contingency Tampering

Prerequisite: Enhanced Contingency (see Enhancement feats).

Benefit: You gain the following enhancements, which may be used to enhance sphere abilities augmented by Contingency.

  • Introduce Flexibility: You may spend 1 spell point to enhance a contingency, granting it an additional trigger– this additional trigger must be a valid condition, as defined by the Contingency feat. If either condition is met, the contingent sphere ability triggers immediately.
  • Suppress Triggers: You may spend 1 spell point to enhance a contingency, removing its trigger condition for the duration. You may only target your own contingencies or any other contingencies that you know the trigger condition for.

Cunning Caster

Prerequisites: Deceitful, caster level 1st.

Benefit: When creating a magical sphere effect, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers.

Every drawback possessed that could be heard or seen (materials, somatic components, verbal components, requiring a focus, etc.) imposes a cumulative -4 penalty to this Bluff check.

If the magic sphere effect is obvious (such as a summoned creature or a destructive blast), you also take a –4 penalty on the Bluff check, and even if your check is successful, observers still see the effect (though they fail to notice that you are responsible for it).

Fool Magic

Prerequisites: Bluff 3 ranks; Deceitful or Skill Focus (Bluff); Iron Will.

Benefit: When you succeed at a Will saving throw made against any magical effect, the caster of that effect does not automatically know you have succeeded at your saving throw. This allows you to attempt a Bluff check against their Sense Motive check to convince them that you failed your saving throw and are under the effects of the magic. You can choose to allow supplementary effects of the magic (such as the telepathic link provided by the dominate person spell or the Dominate advanced Mind talent) to function as if you had failed your saving throw, to aid in the deception. You may dismiss the supplementary effect early as a standard action.

Grenade Master

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Harmonic Resilience [S&P]

Miracles of any shape fail to penetrate your defenses.

Benefit: Any spell or power resistance or immunity that you possess applies against magic from any source, including those from casters with the Alien Source boon. If using any ruleset in which psionics and magic are not transparent, any spell resistance or immunity that you possess also applies against psionic powers that allow power resistance, and vice versa.

Item Mastery

Prerequisite: Caster level 10th.

Benefit: When determining the save DC of a magic item you activate that determines its power by the formulae 10 + 1/2 the item’s caster level, you may add your casting ability modifier to the save DC. In addition, you may use your casting ability modifier for any sphere effects from any magic item you activate that require it (such as the Chameleon talent from the Light sphere).

Lurker In Darkness

Prerequisite: Stealth 6 ranks.

Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must attempt a Perception check as normal to detect you when you make use of the Stealth skill, though they gain a +2 bonus for each unusual form of perception you must try to avoid beyond the first. Lurker In Darkness foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell. However, when interacting with sphere talents and abilities, Lurker In Darkness foils Divination sphere sense abilities in the manner described above, but has no effect on the Divination sphere divine abilities.

Note: This feat was previously published in the Psionic Bestiary, by Dreamscarred Press. It has been modified to work with Spheres of Power.

Otherworldly Mind

Benefit: Due to some quirk of your consciousness or oddity in your background, your heart and mind are like that of another realm entirely. Scrying to locate your Dreamscape now treats your Dreamscape as if it is on another Plane rather than on the same Plane as your physical form, granting a +5 bonus to your Will save to avoid the scrying attempt. In addition, any effect that numerically boosts the difficulty of getting into your Dreamscape or moving within it is increased by 1.

Note: There will usually be some actual world or realm in a campaign’s cosmology connected to this feat when it is taken. People within that world or realm, or others who also have the Otherworldly Mind feat connected to that realm, ignore your Dreamscape’s extra +5 bonus.

Primal Emblem

Prerequisite: Banner class feature.

Benefit: Choose a totem from the War sphere that does not require spell points to be spent when it is created. Your banner can also create the effects of that totem, using your class level as your caster level and your Charisma modifier (or practitioner modifier, if using Spheres of Might) as your casting ability modifier, if you do not already possess a casting tradition. If the totem produces the same type of bonus as your banner, these bonuses stack and are considered a single bonus. You can create the effects of the totem for a maximum number of rounds per day equal to your casting ability modifier + 1/2 your base attack bonus (minimum 1). Activating this ability is a free action, and a free action must be spent each round to maintain it.

You may purchase this feat multiple times. Each time choose another totem. Rounds of use of one totem can not be used to fuel a different totem. You may only have one totem active at a time.

This is an extraordinary ability.


Benefit: Whenever you are the target of a sphere ability or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.

Shared Magic

Benefit: When you use a sphere ability that has an ongoing effect, you may spend a free action to designate an ally within close range as the owner of the ability. That ally gains control of the ability at the beginning of their next turn. The new owner is considered the creator of the spell, and can do whatever the owner can with the spell, including concentrating to maintain it, dismissing it, moving it (if it can be moved), spending spell points on it, or any other effect that can take place after the ability has been created. The new owner must be a spherecaster with a caster level equal to a minimum of half the caster level of the sphere ability the are being given. They use their own concentration and magical skill bonus to maintain the spell, but the sphere ability still uses your caster level.

Shoulder To Shoulder

Prerequisite: Grit, luck pool or panache class feature.

Benefit: When you gain this feat, choose a mandate from the War sphere. You may spend a point of grit, luck or panache to create this mandate between yourself and an adjacent ally as a swift action. This is a supernatural ability. For purposes of this mandate, the attribute that governs the maximum amount of grit, panache or luck you can possess is your casting ability and your base attack bonus is your caster level. The mandate lasts for one minute, or ends immediately if you create another mandate with this ability, fall unconscious, or if you move beyond 60 feet from each other.

If the person you share the mandate with performs an action that would allow you to regain grit, luck, or panache, then you may regain grit, luck, or panache as if you had performed the action yourself.


Prerequisite: Caster level 5th.

Benefit: You may accept 2 or more points of Constitution burn as a free action. Doing so grants 1 temporary spell point per 2 points of burn that expires at the end of your turn. If these temporary spell points are spent on a sphere effect that deals damage, half that damage becomes untyped damage and the effect bypasses spell resistance. The number of spell points granted per 2 points of burn increases by +1 every ten character levels. You cannot use this ability if doing so would reduce your Constitution to 0.

Sphere Focus

Prerequisite: Casting class feature.

Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.

Sphere Virtuoso

Prerequisites: Casting class feature; two or more talents from any sphere that both have the instill, mass, range or strike descriptors.

Benefit: If you possess two talents from separate spheres that both possess the instill, mass, range, or strike descriptors, you count as possessing all talents of that corresponding type from all spheres that possess such a talent. You must possess the corresponding base sphere before gaining access to any talent, and if such a talent can be taken multiple times, this only counts as possessing the talent once.

Example: If a character possesses Energy Strike and Cryptic Strike, they would count as possessing all other talents with the strike descriptor. If a character possesses Instill Life and Instill Death, they would count as possessing all other talents with the instill descriptor.


Prerequisite: Judgment class ability.

Benefit: Whenever you activate a judgment, if you have not previously activated that judgment today, you gain temporary hit points equal to your Hit Dice + your casting ability modifier. These last until you rest and regain uses of your judgment class ability.

Tough As Nails

Prerequisite: Grit, luck, or panache pool.

Benefit: When you spend a point of your grit, luck, or panache, you gain temporary hit points equal to your character level. These last 1 minute.


Errata: The Transformation feat (Ultimate Spheres of Power pg. 487) has received an errata, clarifying some interactions and allowing the feat to be taken more than once.

Benefit: Choose one (transformation) Alteration sphere talent that does not cost a spell point. If you choose Anthropomorphic Transformation and are humanoid or of a similar makeup, choose another (transformation) or (body) talent to choose traits from for Anthropomorphic Transformation’s effects.

As a full-round action, you may assume the form of a single creature whose type corresponds to the chosen (transformation) talent. This functions as the Alteration sphere shapeshift sphere effect as a supernatural ability. The same form and appearance is mimicked each time you assume this form (e.g. the same wolf, spider, treant, etc.). The chosen form may be the same as your base size or Medium or Small, applying size change bonuses and penalties as appropriate if your size would change. This transformation lasts until you choose to revert to your original form as a full-round action.

While in your chosen form, you gain all the abilities granted by your chosen form (movement modes, natural attacks, special abilities, etc.) but do not gain any additional traits from this shapeshift effect. Treat your Hit Dice as your caster level for the purposes of this effect. If an Alteration sphere effect from your chosen form would use your casting ability modifier (and you do not have one), you use your Charisma modifier to determine the effects (such as the save DC of a trait). This is a polymorph effect.

You gain the shapechanger subtype.

Special: You may gain traits from the Alteration sphere Blank Transformation while under the effects of this feat, even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen (transformation) talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Special: This feat may be taken more than once; each time gaining a new form and selecting any Alteration (transformation) talent or other (transformation) or (body) talent if choosing Anthropomorphic transformation.

Transformation, Hybrid

Prerequisite: Transformation.

Benefit: When changing into a form granted by the Transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. This cannot be used if your transformation form is already similar to your base form, such as a humanoid using Anthropomorphic Transformation.

When in hybrid form, you gain all limbs, natural attacks, special abilities, and movement modes from your transformation form, but without changing your basic shape nor melding your equipment. You may choose to retain limbs and movement speeds from your base form if your transformation form lacks them or has lesser versions, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.

If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, don a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Items do not automatically merge with the new form if it is capable of wearing them, but the size of the items does not change if they do not resize on their own.

Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.

Transformation, Improved

Prerequisites: Transformation, character level 5th.

Benefit: Choose one trait for every 5 character levels you possess (minimum 1) from the Blank Transformation ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You may not select a trait that carries an additional spell point cost. You gain one set of traits for each instance of the Transformation feat that you possess. Once selected, these traits and their specific manifestations cannot be changed. You may take the Perfect Imitation talent or the Retain Ability talent in place of a trait and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced to a swift action.

Special: Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume a particular Transformation form. Alternatively, you may choose to gain one or more traits from a particular set without the base form.


Prerequisites: Heal 1 rank; caster class ability or ki class ability.

Benefit: You may spend a spell point or ki point to treat deadly wounds on a creature as a full-round action as per the Heal skill. You may do this even if the creature that has already received such treatment that day.

Versed Student [S&P]

You have acquired many varied skills, enabling you to pick up more advanced tactics.

Prerequisite: Character level 5th.

Benefit: For the purpose of class features which are selected individually at advancing levels (such as alchemist discoveries, shifter bestial traits, striker arts, and witch hexes), you treat your character level as your class level for the purpose of determining which class features you can select (this includes advanced talents, grand hexes, and other such abilities which would normally only be selectable starting at higher levels). This feat does not grant any such abilities, but merely the ability to select them.

Special: You may select this feat multiple times. Each time, it applies to talents from a different class.

Vigilant Skeptic

Prerequisites: Perception 5 ranks and Sense Motive 5 ranks; or Alertness.

Benefit: You are automatically treated as interacting with any figments you come within 5 feet of, increasing by an additional 5 feet per 2 ranks you have in Perception. As a full-round action you may interact with all figments within 30 feet. You get a +1 bonus to Perception and Sense Motive checks per 2 character levels against targets benefiting from glamers.

Vital Magic

Prerequisite: Fervor or lay on hands class feature.

Benefit: You may spend 1 spell point as a free action to regain 1 use of your fervor or lay on hands ability.

Wand Charger

Prerequisites: Craft Spell Engine, caster level 4th.

Benefit: When recharging a spell engine, you may spend a number of spell points not exceeding half your caster level, restoring an equal number of spell points to the spell engine.

You may not exceed the spell engine’s maximum charges this way. You may recharge a spell engine more than once a day with this ability, but the total transferred spell points cannot exceed half your caster level. Additionally, you may count your caster level as 4 higher when determining what spell engines you can recharge.

Wand Wielder

Prerequisite: Caster level 10th.

Benefit: When wielding a spell engine, use your caster level in place of the spell engine’s caster level (if it is higher) when calculating its abilities.

Wind Dancer

Benefit: Whenever you drive an air vehicle you treat the Wind severity level either one step higher or one step lower (to a minimum of 0 and a maximum of 7), whichever you prefer. You may change this decision once per round as a free action. If you have 11 ranks in Fly or Profession (pilot), you no longer suffer the negative effects of any Wind of severity level 5 or lower while driving an air vehicle. If you have 17 ranks in Fly or Profession (pilot) you no longer suffer the negative effects of any wind while driving an air vehicle. It cannot be sucked into or damaged by a tornado.

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