Mythic Spheres
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Mythic Spheres of Power
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Mythic Spheres of Might
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Mythic Champions of the Spheres
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Welcome to Mythic Spheres! This system's been a long time coming, but we're pleased to finally offer a spheres-focused expansion for the rules found in Mythic Adventures that so many people have been asking about. Unlike some other material on this wiki, such as Deific Talents, the Mythic Spheres rules are official content published by Drop Dead Studios.

Before you start checking out the mythic content, however, there are a few things to know. These are important for using these rules, so please read all of the following first.

First, the magical section of this material generally represents content as it appears in Ultimate Spheres of Power, the updated and improved version of the original Spheres of Power rules. They're still very broadly compatible with the original versions of classes, but if you're sticking with the old content, you may need to tweak them a little.

Second, the last tab - Mythic Spheres Solutions - contains rule adjustments that should be considered standard for Mythic Spheres games. While you are free to dismiss the alternative rules proposed, you should know that all of this content was balanced around the Highly Recommended rules (marked as [HR] on that page) and there could be strange results if you disregard too many of those. (Not all of these rules are bad for the players, either. Notably, the official suggestion gives mythic characters significantly more mythic feats than the base mythic rules provide.)

Third, some options grant access to things like spellcasting abilities. In general, these powers never grant spellcasting stronger than your equivalent spell level or your caster level (depending on if it grants traditional casting or spherecasting).

Fourth, if a mythic path gives a character an ability that is functionally useless for them (such as enhancing full attacks on a character only designed to do attack actions), the GM may, at their discretion, swap that ability for a mythic sphere mastery or a path ability the character meets the prerequisites for.

Fifth, Rules Priority, and this one is important. Sometimes, rules from different sources can conflict. When determining which of them takes precedence, there are two factors to consider. First, specific rules take precedence over general rules. For example, characters normally provoke attacks of opportunity for making many combat maneuvers, but feats or talents that say you do not provoke overwrite this general rule. In addition, stronger power sources overwrite weaker ones. In most settings, deities are the highest source of power and can overwrite any lesser effect. Artifacts come after deities, then mythic sources, then other non-mythic sources. This is why if a mythic source says you cannot get rid of a vulnerability, a non-mythic source can never overwrite that even if it is more specific. Rules priority only comes into play when rules directly conflict with each other; otherwise, things function as written. Everything else should be addressed on a case-by-case basis.

Sixth, mythic practitioners and spherecasters may take any mythic path ability or mythic class ability that affects a class feature they have (i.e. something that is specifically included in the ‘Special’ column of a class table), regardless of its original path or class. You must meet any other requirements for that choice, such as minimum mythic tier. With GM permission, universal path abilities that grant spell-like abilities can be taken as normal and are not changed.

Finally, let's go over how all of the content is split up.

Mythic Traditions are basically Casting Traditions, but for how characters achieved their mythic abilities. These consist of drawbacks, qualities, and boons, and they can be used to heavily customize the unique mythic capabilities of each character. The GM has the final say on all of these - and should probably make them - but they serve as a foundation for Mythic Spheres that supports the creativity and flexibility this system promotes.

The Spheremaster is the new mythic path that focuses on spherecasters. While this has a chassis of path abilities and options, it's supported by Mythic Sphere Talents (including mastery options for each sphere) and many Mythic Class Abilities (which improve characters' class abilities). In regular Mythic games, characters usually focus on their mythic path abilities, but Mythic Spheres promotes mythic sphere masteries and mythic class abilities above just the path options.

The Gifted is the new mythic path that focuses on practitioners. It is similar in general structure to the Spheremaster, but also does well if people want to use the Dual Path mythic feat and grab abilities from the original paths, such as Champion or Guardian.

The Mythic Feats section only has a few options - there was a limit to how may could be published in Mythic Spheres of Power - but this section is planned for expansion in an upcoming product. At that time, it may be moved to a new page (or, realistically, new pages) due to length.


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 Magemage Realmwalker
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
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
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
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 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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