Protection

You are a user of the magics of preservation.

Ward [Core]

As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Barrier [Core]

You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Aegis [Core]

As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:

Deflection [Core]

You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.


Protection Talents

Community [Core]

Whenever a creature under your aegis takes damage, you may spend a spell point to transfer up to half of that damage to any other creature under one of your aegis as a free action. This damage cannot be resisted or redirected further.

Distant Protection [Core]

When creating a ward, you may center it anywhere within Close range. When granting an aegis, you may grant it to a target within Close range.

Healing Aegis [Core]

As an immediate action, you may spend a spell point to dismiss one or more of your aegis on a target, healing that target for an amount equal to your casting ability modifier + your caster level per aegis dispelled. This may keep the target from dying.

Greater Barrier [Core]

You may fashion your barrier into a flat plane if you so choose. This wall must be contiguous and must begin adjacent to you, although it may extend as far out as Close range (if you possess the Distant Protection talent, it must begin within Close range and be contained within Medium range), and can cover up to 1 10 ft square per caster level. In addition, when creating a barrier, you may spend an additional spell point to increase its Hit Points to 10 per caster level and increase the Break DC by 10. The barrier’s hit points do not replenish, even if maintained through concentration.

Luck [Core]

As an immediate action, you may dismiss an aegis on a target to allow them to reroll a saving throw they have just made. They must take the second result, even if it is worse.

Status [Core]

You always know the direction and distance to all creatures benefiting from your aegis and are aware of any conditions affecting them (unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, etc.). If the target dies or moves to another plane of existence, this effect ceases to function.


Aegis Talents

Armored Magic (aegis) [Core]

You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.

Breathless (aegis) [Core]

You may create an aegis that allows a creature to survive without air. The creature becomes immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing.

Deathless (aegis) [Core]

You may create an aegis that grants the subject a +4 morale bonus on saves against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. This aegis does not protect against other sorts of attacks, even if those attacks might be lethal.

Energy Resistance (ward, aegis) [Core]

You may create a ward that suppresses one energy type of your choice (fire, cold, electricity, sonic, or acid). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either fire, cold, electricity, sonic, or acid. These effects only absorb damage and may not protect from other side effects of an attack.

Guardian (aegis) [Core]

You may create an aegis that draws harmful attention to its bearer and away from their allies. Any hostile target within 10 ft of the bearer of this aegis who decides to target any creature other than the bearer of this aegis suffers a -1 penalty to their attack roll. This penalty increases by 1 for every 5 caster levels possessed. Multiple Guardian aegis do not stack; if a creature attacks one creature with this aegis while within the area of another creature with this aegis, they suffer no penalty for their attack.

Obstruction (aegis) [Core]

You may create an aegis that absorbs damage. The target gains DR/- equal to 1/2 the caster level (minimum: 1). Once this aegis has absorbed damage equal to 10 x the caster level, the aegis ends even if its duration has not yet expired.

Painful Aegis (aegis) [Core]

You may create an aegis that inflicts pain on creatures that hurt its bearer. Whenever a creature successfully hits the bearer of this aegis with a melee or ranged attack, that creature suffers 1 point of nonlethal damage per 2 caster levels (minimum: 1).

Peacebound (ward, aegis) [Core]

You may create a ward that renders all creatures within incapable of causing violence. Any violent action or targeted offensive magical effect created within the ward fails and the target’s action is wasted (Will negates). If any target succeeds at this Will save, the ward’s effect immediately ends for all. When a peacebound ward is broken in this fashion, all creatures within become immune to that caster’s peacebound ward for 24 hours. You may also create an aegis that makes the target immune to violent actions or magic. Any such action made against the target requires the attacker to pass a Will save or lose that action. If a creature succeeds at this Will save (or the bearer of the peacebound aegis takes an offensive action against any creature) the aegis immediately ends.

Protected Health (aegis) [Core]

You may create an aegis that grants the target a +4 morale bonus to saving throws against all poisons and diseases, both magical and mundane.

Resistance (aegis) [Core]

You may create an aegis that grants +1 resistance bonus to all saving throws. This increases by 1 for every 5 caster levels you possess.

Slippery (aegis) [Core]

You may create an aegis that protects a creature from being physically restrained or manipulated. The bearer of this aegis gains a +2 enhancement bonus to Acrobatics checks, Escape Artist checks, and to CMD. These bonuses increase by 1 for every 5 caster levels you possess.

Spell Ward (ward, aegis) [Core]

You may spend a spell point to create a ward that represses all magic within its area of effect. Make one magic skill check against each magical effect, magic item, or summoned creature within the area. Magic items have a MSD of 10 + their caster level. If your check exceeds the MSD of the magical effect, item, or caster who summoned the creature, the effect is suppressed, the magic item ceases to function, or the summoned creature temporarily disappears. Time spent suppressed counts toward a magical effect’s total duration. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must pass a magic skill check against your MSD. On a success, the magical effect is unimpeded, and the summoned creature is not banished by that spell ward.

You may also spend 2 spell points instead of 1 to create an aegis that grants the target Spell Resistance equal to 10 + your caster level.


Ward Talents

Energy Resistance (ward, aegis) [Core]

You may create a ward that suppresses one energy type of your choice (fire, cold, electricity, sonic, or acid). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either fire, cold, electricity, sonic, or acid. These effects only absorb damage and may not protect from other side effects of an attack.

Peacebound (ward, aegis) [Core]

You may create a ward that renders all creatures within incapable of causing violence. Any violent action or targeted offensive magical effect created within the ward fails and the target’s action is wasted (Will negates). If any target succeeds at this Will save, the ward’s effect immediately ends for all. When a peacebound ward is broken in this fashion, all creatures within become immune to that caster’s peacebound ward for 24 hours. You may also create an aegis that makes the target immune to violent actions or magic. Any such action made against the target requires the attacker to pass a Will save or lose that action. If a creature succeeds at this Will save (or the bearer of the peacebound aegis takes an offensive action against any creature) the aegis immediately ends.

Repel Evil/Good/Law/Chaos (ward) [Core]

You may create a ward that repels creatures of one end of the alignment spectrum (good, evil, lawful, chaotic), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.

Spell Ward (ward, aegis) [Core]

You may spend a spell point to create a ward that represses all magic within its area of effect. Make one magic skill check against each magical effect, magic item, or summoned creature within the area. Magic items have a MSD of 10 + their caster level. If your check exceeds the MSD of the magical effect, item, or caster who summoned the creature, the effect is suppressed, the magic item ceases to function, or the summoned creature temporarily disappears. Time spent suppressed counts toward a magical effect’s total duration. Any caster attempting to use a magical ability in or targeted within this area, or any summoned creature attempting to enter this area, must pass a magic skill check against your MSD. On a success, the magical effect is unimpeded, and the summoned creature is not banished by that spell ward.

You may also spend 2 spell points instead of 1 to create an aegis that grants the target Spell Resistance equal to 10 + your caster level.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The effect ends the first time the caster takes damage from any source.
2 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
3 The target or creatures in the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round.
4 The next attack roll made by an allied creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
5 (Combat) Hostile creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
6 The caster gains DR/- equal to caster level against the next attack that strikes him within the next 1 minute per caster level.
7 Roll again on the Universal wild magic table.
8 All hostile creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
9 The effect ends the first time the caster takes damage from any source and all creatures in close range of the target or target area take 1 point of force damage per caster level.
10 (Combat) For the next 1d6 rounds, any allied creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
11 All allied creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
12 (Combat) For 1 round per caster level, all allied creatures within close range of the caster gain 1 temporary hit point per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
13 (Combat) For 1 round per caster level, all creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
14 The target or creatures within the target area must pass a Fortitude save or become immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the affected creature.
15 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
16 The casting time increases by 1 step.
17 For 1 round per caster level, effects of all spheres the caster does not possess are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
18 If the target creature or the area of effect is exposed to bright light, it ends immediately.
19 The effect may be completely ignored or bypassed by any object made primarily of wood or creatures wearing armor that is primarily wood.
20 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
21 (Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a creature within close range as a free action that can be taken even when it is not the caster’s turn. A Will save prevents this transfer.
22 (Combat) All creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
23 The effect fails and the action is lost. Spell points or spell slots are lost.
24 All allied creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
25 All creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
26 All creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
27 The next attack roll made by a creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
28 (Combat) All creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
29 (Combat) Each round for 1 round per caster level, roll 1d6 and subtract the result from the caster’s AC.
30 (Combat) All creatures within medium range of the caster take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
31 (Combat) Hostile creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
32 Roll 1d6 and add the result to the caster’s AC as a deflection bonus for 1 round per caster level.
33 All creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
34 The casting time decreases by 1 step.
35 The caster is immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
36 (Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a willing creature within close range as a free action that can be taken even when it is not the caster’s turn.
37 All creatures within long range of the caster become aware of the casters condition as the Status talent for 10 minutes per caster level.
38 The caster is exhausted.
39 If the target creature or the area of effect is exposed to water (such category 1 or higher precipitation per the Weather sphere or at least 1 gallon of water), it ends immediately.
40 For 1d6 rounds, any hostile creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the action or effect fails, wasting the action and any spell points or spell slots.
41 The effect ends the first time the caster takes damage from any source, dealing 1 force damage per caster level to all hostile creatures in close range of the target or center of the target area. The caster is not aware of this result.
42 (Combat) The caster becomes immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the caster.
43 (Combat) The caster is dazed for 1 round.
44 Effect receives a -4 penalty to caster level (minimum 1).
45 (Combat) All hostile creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
46 All creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
47 (Combat) All creatures within close range of the caster gain resistance to fire equal to caster level for 1 minute per caster level. This stacks with existing resistance.
48 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
49 For 10 minutes per caster level, the caster gains spell resistance equal to 15 + caster level. The caster cannot lower this spell resistance and does not automatically bypass it with his own spells and sphere abilities.
50 (Combat) All creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
51 (Combat) All creatures are surrounded by barriers as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
52 The next time during the next 24 hours that the target or a creature in the target area perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
53 (Combat) The caster is nauseated for 1 round.
54 The caster automatically deals nonlethal damage with all attacks, spells, and other effects for 10 minutes per caster level.
55 The caster loses access to this sphere for 1d6 rounds.
56 (Combat) All creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
57 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
58 All allied creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
59 Effect receives a +2 bonus to caster level.
60 The effect may be completely ignored or bypassed by any object made primarily of steel or creatures wearing armor that is primarily steel.
61 (Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
62 For 1 round per caster level, effects of all spheres the caster possesses are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
63 All allied creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
64 All allied creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
65 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
66 (Combat) The caster is stunned for 1 round.
67 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
68 All creatures within medium range of the target or target area take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
69 (Combat) Hostile creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
70 (Combat) All hostile creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
71 (Combat) For 1 minute per caster level, hostile creatures within close range of the caster gain resistance to fire equal to caster level. This stacks with existing resistance.
72 The caster is fatigued.
73 The casting time increases by 2 steps.
74 The caster gains energy resistance to acid, cold, electricity, fire, negative, and sonic equal to caster level against the next effect that would deal damage of one of those types within the next 1 minute per caster level. This overlaps with existing resistance.
75 (Combat) All creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
76 The effect ends the first time the caster takes damage from any source. When the effect ends, the caster takes 1 force damage per caster level.
77 (Combat) All creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
78 (Combat) For 1d6 rounds, any creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
79 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
80 The effect may be completely ignored or bypassed by any object made primarily of silver or creatures wearing armor that is primarily silver.
81 The casting time decreases by 2 steps.
82 All hostile creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
83 The effect ends the first time the target or a creature in the affected area takes damage from any source.
84 (Combat) All hostile creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
85 The effect fails and the action is lost. Spell points or spell slots are not lost.
86 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
87 All hostile creatures within close range of the target of target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
88 If the target creature or the area of effect is exposed to total darkness, it ends immediately.
89 The next attack roll made by a hostile creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
90 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
91 (Combat) For the next 1d6 rounds, any creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
92 The effect ends the first time the caster takes damage from any source and all allied creatures in close range of the target or target area take 1 point of force damage per caster level.
93 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
94 (Combat) All hostile creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
95 (Combat) Hostile creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
96 The effect may be completely ignored or bypassed by any object made primarily of stone or creatures wearing armor that is primarily stone.
97 (Combat) For 1d6 rounds, any allied creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
98 The next time during the next 24 hours that the caster perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
99 (Combat) All allied creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
100 All allied creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.

Spheres of Power by Drop Dead Studios
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Bokor (PC)
Spheres
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Rules
About Advanced Magic Advanced Talents Incantations Rituals
Spellcrafting Alternate Racial Traits Casting Traditions Traits
Wild Magic
Feats
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Protokinesis Proxy Racial Sphere-Focused
Squadron 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
Dark Apocrypha Destruction Apocrypha Nature (Earth) Apocrypha Nature (Fire) Apocrypha
Nature (Spirit) Apocrypha
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.