Protection
Table of Contents
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Ultimate Spheres of Power
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You are a user of the magics of preservation.

Aegis

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, and aegis is subject to spell resistance.

Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.

You gain the following aegis when you gain the Protection sphere:

Deflection

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

Ward

As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet 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 (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.

When you gain the Protection sphere, you gain the following ward:

Barrier

You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. 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). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.

A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.

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 hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points is renewed each round on your turn.

Protection Talent Types

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

Succor

A (succor) talent allows you to create an effect by sacrificing an aegis you created. This is an immediate action that can be performed using any aegis you created that you have line of effect to. The resulting effect occurs to the creature that bore the aegis. These talents require line of sight, but otherwise have unlimited range.


Protection Talents

Barrier Maze

When you create a barrier, instead of having a wall at the edge of the ward, you may spend a spell point to create a number of cubes equal to twice your caster level. Each cube is a separate object that completely fills a 5-foot square, and has 5 hit points, or 4 + your caster level hit points if you possess the Greater Barrier talent. Like a barrier, the cubes are mostly-transparent, and they block the same modes of attack. They are otherwise materially identical to a barrier, and have the same Break DC.

Objects and creatures can not be trapped within a cube, and the presence of a creature in a square prevents the cube from forming there. Cubes must be created at ground level, but can be joined into larger configurations. All cubes must be created within an area you could cover with a ward.

Buttressing

You may repair any barrier you created (including those created using Greater Barrier) causing it to regain a number of hit points equal to twice your caster level. This is a move action, or you may spend a spell point to do this as a swift action. You must have line of sight to the barrier to use this talent.

In addition, when you spend a spell point to maintain a barrier without concentration, you may spend an additional spell point to make it self-repairing. The barrier regains 1 hit point + 1 hit point per 2 caster levels at the start of each of your turns.

A barrier that has been reduced to 0 hit points has been destroyed and cannot regain hit points or be restored using this talent.

If used on a barrier comprised of cubes using the Barrier Maze talent, this talent allows each cube to regain 1 lost hit point or for 1 cube to regain all lost hit points when you spend a move action or a spell point and a swift action to use this ability. When you spend a spell point to maintain the barrier without concentration, you may spend an additional spell point to make each cube regain 1 hit point per round. A cube that has been reduced to 0 hit points has been destroyed and cannot regain hit points or be restored using this talent, though the remaining cubes can still regain hit points.

Community

So long as you are on the same plane and are aware of it happening, whenever a creature under one of your aegises takes damage, you may spend a spell point as a free action (usable outside your turn) to transfer up to half of that damage to any other creature under one of your aegises. Damage transferred by this talent may not be resisted or redirected further.

Continuous Barrier

Barriers you create are completely sealed spheres. If creating the barrier would cause it to go through another object, the barrier cuts harmlessly through the material (without compromising the integrity of the object, but preventing the object from being moved). If creating the barrier would cause it to go through a creature or animated object, the barrier shunts the creature just outside the effect of the sphere.

These modifications to your barriers make it so that ethereal creatures, or creatures with unusual movement modes such as burrow cannot enter the warded area by going around the barrier, but must instead destroy the barrier to enter or exit. This ability can be combined with Greater Barrier to allow your barrier wall to pass through objects.

Distant Protection [range]

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. You may take this talent multiple times. Each time it is gained, increase the range by one step (close to medium, medium to long).

Durable Barrier [Warden]

The force that makes up your barriers are as durable as metal, if not even more so. Barriers you create reduce all bludgeoning, piercing, and slashing damage dealt to it by an amount equal to half your caster level (minimum 1). You may spend a spell point to instead allow your barrier to reduce all damage types by an amount equal to half your caster level (minimum 1).

Enduring Protection

When you spend a spell point to make a ward last without concentration, it lasts 1 minute per caster level.

Glyph

At the time of casting a ward you may choose to shape the ward into a glyph: a magical trap whose effects are not immediately active until triggered. A glyph is cast upon a 5-foot-by- 5-foot area and takes the form of a 6 inch tall symbol, faintly visible on a surface. The glyph lasts for 1 hour per caster level or until activated by a trigger specified by the caster at the time it is created. When activated, the glyph becomes the center point for the ward, and it performs its function for a number of rounds equal to your caster level, and then the ability ends.

Once cast, the glyph cannot be moved from its location, unless its complete surface is movable (for example, if cast on the deck of a ship). Destroying the surface the glyph is on destroys it, but does not end the glyph effect once it has been triggered. If you have the Permanent Ward advanced talent, you may make a glyph that is permanent, and will activate with its trigger, stay active for as long as the trigger is active, and shut off afterwards until triggered again.

Creating a glyph requires a round per caster level and a spell point. You must also pay the spell point cost of whatever ward the glyph will create, though you do not need to spend a spell point to maintain the ward: the glyph can maintain the ward as if it were concentrating. When you create the glyph, you may decide what area is covered by the glyph’s effect; this may be up to close range from the location of the glyph.

You set all of the conditions of the glyph when it is created.

Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when creating the glyph) triggers the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to chaos, evil, good, or law, or to pass those of a particular religion.

They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if, for example, a cabinet has three different drawers, each can be separately warded.

A glyph knows when it has been read, which may be used as part of a trigger. A glyph can only have one trigger, but you can always trigger your own glyph as a free action, provided you are still on the same plane of existence.

A glyph can be seen by effects that detect or sense magic, and can also be detected as a magical trap can be. In order for someone to spot one of your glyphs it requires a Perception check with a DC equal to 25 + 1/2 your caster level (minimum 1). Disabling the glyph requires a Disable Device check with the same DC. Alternatively, destroying the surface the glyph is imprinted on can destroy the glyph, but once activated, destroying the glyph does not dispel the effect, and the glyph activates when damaged if the damage is not sufficient to destroy it.

Greater Barrier

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-foot square per caster level. This flat plane may be arranged vertically, horizontally, or along whatever angle you choose. In addition, when creating a barrier, you may spend an additional spell point to increase its Hit Points to 10 per caster level, double its maximum weight, and increase the Break DC by 10. The barrier’s hit points do not replenish, even if maintained through concentration.

Instill Aegis [instill]

As a standard action you may touch a small container of liquid and instill an aegis inside it, which functions as a potion or oil.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Lingering Succor

Whenever you use a (succor) talent, the effects of the aegis sacrificed do not end until the end of your second turn. An aegis cannot be sacrificed to power a succor a second time.

Mass Aegis [mass]

When using an aegis, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) with the aegis at the same time. Each creature must be within range and must be affected by the same aegis. When using Mass Aegis, the duration of each aegis is decreased to 10 minutes per caster level. Once created, each aegis is a separate sphere effect, and can be sacrificed to use a succor individually.

Reactive Barrier [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

When you create a barrier, you may spend a spell point or increase the casting time by one step (usually from a standard to a full-round action) to allow the barrier to react to damage.

Upon creating a reactive barrier, you may choose one of the following effects to activate whenever the barrier would be reduced to 0 hit points. If you maintain your barrier through concentration, you may change the effect as part of the action used to concentrate:

Forceful Rebuke: You may attempt a bull-rush attempt against all enemies within 5 feet of your barrier, using your caster level + your casting ability modifier in place of your CMB. If this attempt would exceed a creature’s CMD by 5 or more, the creature must succeed a Reflex saving throw or immediately fall prone.

Explosive Burst: All enemies within 5 feet of your barrier suffer 1d6 points of force damage, plus an additional 1d6 damage per 5 caster levels you possess (Reflex halves).

Fortifying Surge: All allies within 10 feet of your barrier gain DR/- equal to half your caster level for 1 round.

Selective Barrier

When you create a barrier, you may spend a spell point to make its structure more complicated, allowing certain kinds of activities to pass through the barrier. For each of the following, you must choose whether it can cross the barrier, and if so, in what direction: melee attacks, ranged attacks, area of effect abilities, and movement. Whenever the barrier regains or could regain hit points, you may change this decision.

Shared Aegis

In addition to providing an aura of protection, any aegis you create can be extended beyond the body of the creature bearing it. When a creature under the effects of an aegis you created has an allied creature within its natural reach, the ally also gains the benefit of the aegis. This requires active effort from the creature wearing the aegis, and they can not use their aegis to defend another creature if they would be denied their Dexterity bonus against the source of the effect they are protecting their ally from.

While a creature is under the protection of your shared aegis this way, you may use (succor) talents that target them as if they were bearing the aegis. Only one creature may benefit from a succor this way.

Status

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


Aegis/Ward Talents

Ablating (aegis)

You may create an aegis that has a chance of negating attacks against the protected creature. When created, the aegis has an ablation rate of 20% + 5% for every 3 caster levels, maximum 50%. The aegis acts as a miss chance equal to its ablation rate against attacks, and whenever the protected creature is missed due to miss chance, its ablation rate drops by 5%. When the ablation rate becomes equal to or less than 0, the aegis ends, even if the duration has not yet expired. If the character has a miss chance from another source, only the highest miss chance applies, and the aegis is only reduced if its ablation rate is higher than all other miss chances.

Armored Magic (aegis)

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)

You may create an aegis that suspends the body’s needs. The target grains a +4 morale bonus to saving throws against poisons and diseases, can withstand extreme pressures (such as from the ocean), and can survive without air, making it immune to effects that require breathing (such as inhaled poison), and granting it the power to survive underwater, or even in a vacuum. This does not give immunity to cloud or gas attacks that do not require breathing.

Clarity (ward)

Within the area of this ward, attempts to conceal, obfuscate, or disguise oneself are hindered. Any creature within the ward must succeed at a Will save or they become unable to use any abilities to disguise or conceal themselves. Likewise, any spell, spell-like ability, or sphere ability that creates illusions or makes it difficult to sense physical phenomena is more difficult to use. When the ward is first created, the user attempts a single magical skill check against every illusion or concealing effect created with a spell, spell-like ability, or sphere ability. Magic items have a MSD of 11 + their caster level and creatures using spell-like abilities have an MSD equal to 11 + their Hit Dice.

If your check succeeds, the effect is suppressed or the magic item ceases to function, respectively. Time spent suppressed counts toward a magical effect’s total duration. Any additional attempt to create an illusion or concealment effect requires the caster to beat your MSD with a magical skill check. They must do this even if they passed their Will saving throw.

Deathless (aegis)

You may create an aegis that blocks direct attacks on one’s life. This grants the subject a +4 morale bonus to saving throws against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects, as well as harmful effects originating from healing spells, Life sphere abilities, channeled positive energy, and other magical healing effects. The subject is granted a Will save to negate these effects even if one is not normally allowed.

Destructionless (aegis)

You may create an aegis that protects against direct magical attacks. This grants a +4 morale bonus to AC and saving throws against ray attacks, effects from the evocation magic school or the Destruction sphere, breath weapons, as well as attacks and effects originating from elementals.

Energy Resistance (aegis, ward)

You may create a ward that suppresses one energy type of your choice (acid, cold, electricity, fire, or sonic). 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 acid, cold, electricity, fire, or sonic. These effects only absorb damage and may not protect from other side effects of an attack.

Exclusion (ward)

You can create a ward that prevents entry of a common material or element chosen when you create the ward. You may choose an element based on their physical material (such as stone, metal, water, or acid), form of energy (such as fire or light) or based on their physical properties (such as poisonous materials or living materials). Magical and non-magical materials excluded have great difficulty entering the ward, but are unaffected once inside.

Creatures made of or carrying the material with them must succeed at a Strength check against a DC equal to your Protection sphere DC to cross the threshold of the ward, or they can simply drop any of the warded material they are carrying. An attack from outside the ward that crosses into the ward and is composed of the offending material receives a penalty to attack equal to your caster level.

Eyeless (aegis)

You may create an aegis that protects against effects dependent on light, dark, or that attack the senses. This grants a +4 morale bonus to AC and saving throws against effects from the Light and Dark spheres, attacks based on light or from illusionary sources (although this does not grant a bonus to saving throws made to disbelieve illusions), as well as gaze attacks and attacks and effects with the shadow descriptor.

Fateless (aegis)

You may create an aegis that protects against tugs on the strands of fate. This grants a +4 morale bonus to saving throws against effects from the divination magic school, effects from the Divination and Fate spheres, and effects with the curse descriptor. This also applies to all spells, spell-like, and supernatural abilities originating from hags and outsiders. The subject is granted a Will save to negate curse effects even if one is not normally allowed.

Friendship (aegis)

You may create an aegis that gives a creature special protection from the spell, spell-like, sphere and supernatural abilities of his allies. Whenever one of that creature’s allies uses a spell, spell-like, sphere or supernatural ability that is subject to spell resistance and covers an area, allies with this aegis and their equipment are treated as if they were immune.

Guardian (aegis)

You may create an aegis that draws harmful attention to its bearer and away from their allies. Any hostile target within 10 feet 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 aegises 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.

Impartiality (aegis, ward)

Creatures within this ward or bearing this aegis are treated as having no alignment for all magical effects. Effects that detect alignment (such as the Divine Alignment alternate divination from the Divination sphere) do not detect the creature or creatures protected, while those that affect certain alignments have no effect on protected creatures at all. This does not allow a creature to disguise their alignment - they appear as an absence of alignment.

Impedance (aegis, ward)

You may create a ward that makes it difficult for creatures to approach the center of the ward. At the beginning of their turn, or when they try to enter the ward, a creature must succeed at a Will save or they are unable to enter or move any closer to the center of the ward. If applied as an aegis, this functions the same except the range is reduced to 5 feet + 5 feet per 10 caster levels.

This talent does not interfere with attacks; only movement.

Inner Peace (aegis)

You may create an aegis that grants the target a +4 morale bonus to saving throws against all fear, emotional and mind-affecting abilities, both magical or mundane. When the target is affected by a magical ability this bonus applies to, they are always granted a save to completely negate the effect, even if one is not normally allowed. The improved composure of the subject also grants them a +4 morale bonus to Bluff checks to conceal emotions or relay secret messages, and to Diplomacy checks to influence attitudes to make creatures calm.

Iron Shield (aegis)

You may create an aegis that protects against the forces of nature. This grants a +4 bonus to AC and saving throws against all forms of environmental damage (though not from vacuum), attacks that utilize nature as a resource (such as lightning called from the sky, but not from all electricity attacks), abilities of the Nature and Weather spheres, and the spell, spell-like, and supernatural abilities of fey creatures, magical beasts, and plant creatures.

Logic (ward)

This ward presents subtle inconsistencies and misdirections that prevent entry. Creatures must have an Intelligence of at least 3 to enter into the warded area. Teleportation bypasses the effect of this ward, and low-intelligence creatures can still be pushed or otherwise motivated into the ward area by other more intelligent creatures or by accident.

Magnetic Shield (ward)

Creatures within this ward have damage reduction equal to your caster level against all metal weapons or metal tipped weapons, with the exception of silver weapons. This defense also applies to melee attacks by ironshod creatures or creatures that have metal covering the point of contact of the attack (such as a punch from someone wearing a gauntlet).

Mettle (aegis)

A creature with this aegis receives an untyped bonus to their AC equal to 5 + your caster level against critical hit confirmation rolls.

Missile Shield (ward)

You may create a ward that protects creatures within from projectiles, including projectile weapons, thrown rocks, rays made up of projectiles (such as created by the Stone Blast talent of the Destruction sphere) or falling debris. Any damage of that type dealt within this area is reduced by 5 + your caster level. These effects only absorb damage and may not protect from other side effects of an attack (like being pinned under the weight of a thrown boulder or being poisoned by a poisoned arrow).

Mystic Shell (aegis)

You may create an aegis that protects magical effects on the character. A mystic shell has 2 layers, + 1 layer per 10 caster levels. While the layers are in place, whenever a magical effect on the character would be dispelled, it remains and instead a layer of the shell is lost. Each layer is counterspelled as a separate magical effect. Layers of the shell can also be sacrificed to use (succor) talents or abilities. Layers from multiple castings of this aegis do not stack.

Obscurity (aegis, ward)

Creatures with this aegis or within this ward appear unremarkable and unimportant to those around them. Creatures must succeed at a Will save to be able to notice their presence, even if they succeeded on a relevant Perception check. A successful save allows them to see the obscured creatures normally (assuming they can see the creatures normally), until they have left the sight of the creature by either moving out of line-of-sight or succeeding at a Stealth check. Creatures who are specifically looking for the protected creatures and are aware of their identity (like those who have been told you are there by someone else), or who are engaged in combat with them automatically pass this saving throw. Creatures with this aegis do not leave behind tracks or other signs of their passage.

Obstruction (aegis)

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)

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 (aegis, ward)

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 succeed at a Will save or lose that action. If a creature succeeds at this Will save they are immune to the effects of that casting of this aegis. If the bearer of the Peacebound aegis takes an offensive action against any creature, the aegis immediately ends.

Plexing Aegis (aegis)

A Plexing aegis offers no specific protection until activated, but at any time during its duration you may spend an immediate action to activate it, turning it into any aegis you can create. When this occurs, you must pay the spell point cost of the new aegis normally. You may activate Plexing aegises on multiple creatures with the same action, provided all of them are being turned into the same kind of aegis. Once activated, the Plexing aegis remains that aegis type for the remainder of its duration. The caster level of a Plexing aegis is determined when it is cast and does not change once activated.

A Plexing aegis costs a spell point to create like any other aegis, and may be sacrificed to use a succor ability before or after it is activated. You may combine this talent with the Mass Aegis talent at the time of its casting or to activate multiple Plexing aegises at once, but must pay the cost of Mass Aegis for each of these uses.

Quantum Lock (ward)

You may create a ward that represses all effects that alter reality, including sphere abilities that change the rate of time, teleportation, gravitational effects, transdimensional effects, distortion of space, and Warp and Time sphere abilities within its area of effect. When this ward is created, attempt one magic skill check against each effect in the area of the ward that it can repress. Magic items have a MSD of 11 + their caster level. If your check exceeds the MSD of the magical effect or item, the effect is suppressed or the magic item ceases to function, respectively. Time spent suppressed counts toward a magical effect’s total duration.

Once inside the effect, any caster attempting to use an ability that can be repressed by this ward must attempt a magic skill check against your MSD. If they fail, the ability is negated completely (e.g., the creature never leaves its point of origin).

Ray Deflection (aegis)

Whenever a ray attack is used against a creature with this aegis, there is a 20% chance the ray will be deflected back at the caster. This increases by 5% for every 5 caster levels to a maximum of 50%. This aegis does not offer protection against rays that automatically hit, such as those with a natural 20 on the attack roll. A deflected ray makes an attack against the attacker using the same attack roll and all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack’s damage and suffers all the other consequences of getting struck with that attack.

Repel Chaos/Evil/Good/Law (ward)

You may create a ward that repels creatures of one end of the alignment spectrum (chaotic, evil, good, lawful), 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.

Resist Transformation (aegis)

You may create an aegis that holds the target’s shape together. This grants the subject a +4 morale bonus on saves against polymorph effects, Enhancement and Alteration sphere effects, effects from the alter ability from the Creation sphere, and spells from the transmutation school, as well as to saving throws against spell, spell-like, and supernatural abilities of lycanthropes and creatures with the shapeshifter subtype.

Resistance (aegis)

You may create an aegis that grants +1 resistance bonus to all saving throws. This increases by 1 for every 4 caster levels you possess.

Slippery (aegis)

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, and if they are under an effect they could escape with an Escape Artist check they may attempt such a check immediately as an immediate action. These bonuses increase by 1 for every 5 caster levels you possess.

Spell Ward (aegis, ward)

You may spend a spell point to create a ward that represses all magic within its area of effect. Attempt 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 attempt 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. This counts as an antimagic field for effects that interact with them.

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.

Stabilize (aegis)

You may create an aegis that stabilizes the target against planar effects or effects that warp time and space. The target gains a +4 morale bonus to AC and saving throws against any teleportation effects, effects from the Time or Warp spheres, direct telekinesis (such as Hostile Lift, but not attacks from Bludgeons) as well as any other effects that alter time, such as the slow spell. This also applies to attacks and abilities from extraplanar creatures, such as summoned or conjured creatures.


Succor Talents

Bulwark (succor)

As an immediate action, you may dismiss an aegis on an ally to give them DR/- equal to your caster level until the beginning of your next turn.

Healing Aegis (succor)

As an immediate action, you may dismiss one or more of your aegises 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.

Helping Hand (succor) [Jester's HB]

As an immediate action, you may dismiss an aegis on a target to allow them to reroll a skill or ability check they just made before the results are revealed. They gain a circumstance bonus equal to 1/4 your caster level (minimum 1) on this roll. The target must take the second result, even if it is worse.

Luck (succor)

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.

Punishment (succor)

When a creature successfully hits a creature you have placed an aegis on with an attack, you may sacrifice an aegis they are bearing as an immediate action to harm the attacker. The attacker takes 1d8 nonlethal damage per 2 caster levels (minimum 1d8).

Reflection (succor)

When a creature with an aegis you created becomes the target of a spell or sphere ability that affects only them, you may spend a spell point and sacrifice an aegis they are bearing as an immediate action to attempt to counterspell the ability and redirect the effect. You attempt a magical skill check against the magical skill defense of the caster, and if successful, the sphere effect affects the caster as if they had been the original target. Any bonuses you or the other sphere caster have to counterspelling apply to this roll. The decision to do this must be made before any attack roll or saving throw is made.

Vengeance (succor)

When an enemy you can see successfully hits a creature you have placed an aegis on with an attack, you may sacrifice an aegis they are bearing as an immediate action to make an attack with a weapon or natural weapon against the creature. You gain a bonus to damage equal to your caster level for this attack.


Advanced Protection Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Adaptation (aegis)

Prerequisites: Protection sphere (Energy Resistance (aegis, ward)), caster level 10th.

You may spend 2 spell points to grant a target an aegis that makes them immune to one damage type of your choice (acid, cold, electricity, fire, or sonic).

Antimagic Aura

Prerequisites: Protection sphere (Spell Ward (aegis, ward)), caster level 10th.

When creating a Spell Ward, you may spend an additional spell point to improve the ward’s abilities: The ward stops all magic and summoned creatures without the need for a magic skill check. If this ward is pitted against a summoned creature that has spell resistance, you must still attempt a magic skill check against the creature’s spell resistance to banish it.

Complex Glyph

Prerequisites: Protection sphere (Glyph), caster level 5th.

When you create a glyph, you may substitute an ability that you possess from another sphere in place of a ward.

This ability must either target an area, or must have the ability to attack creatures. When triggered, the glyph activates the ability. For an ability with a duration, it lasts for 1 round per caster level (even if the original duration of the ability was longer), while an instantaneous ability activates once against whomever triggered the glyph, or a random target within range if that is not applicable. You must pay the full spell point cost of the sphere ability the glyph contains. You do not need to pay a spell point to maintain an effect without concentration - the glyph maintains the effect as if it were concentrated on. A glyph cannot discern automatically between allies and enemies; only those who trigger them and those who have not. This extends to the substitute effects which normally would be able to distinguish between allies and enemies.

If you possess the Cantrips feat, you may use any simple magical effect the Cantrips feat can create (such as a simple alarm, or having an illusionary mouth appear and deliver a short message) with the glyph instead of a sphere ability. Counterspell may also be substituted for a sphere ability. Similarly, you may add a non-magical trap (such as those constructed with the Craft skill) to a glyph in place of a sphere ability.

A complex glyph uses your caster level with the sphere of the sphere ability to determine the effect of the sphere ability, but uses your Protection caster level to determine its own properties.

Permanent Ward

Prerequisites: Protection sphere (Enduring Protection), caster level 10th.

When creating a ward, you may spend 2 spell points to increase its duration to permanent. A complex glyph can be made permanent as a normal glyph can, except for those complex glyphs that trigger non-magical traps.

When a permanent glyph is triggered, it uses its ward or sphere ability. For abilities with a duration, the glyph activates the ability and then maintains it as if it were concentrating on it for as long as the trigger is satisfied. For an attack ability, the glyph attacks a randomly selected creature in range of both the ability and the glyph itself once per round until there are no longer any targets to attack.

The glyph always has an initiative equal to its caster level and does not roll a d20 or add any modifiers to its initiative. To be turned into a permanent glyph, a ward or other sphere ability must be usable as a full-round action or shorter without costing any spell points to use. If the caster has abilities that allows them to reduce spell point cost by increasing casting time, they may apply them, provided the casting time stays at a fullround action or less.

Subtle (aegis)

Prerequisites: Protection sphere, caster level 5th.

A creature with this aegis is surrounded by a field of magical energy that interferes with other forms of magic. Rather than producing an obvious spell resistance effect, however, the creature with the aegis becomes hidden from sphere abilities and supernatural abilities.

The effect is such that these abilities can not target the character properly without assistance from a creature. If a supernatural or sphere ability discerns between allies and enemies (as many totems of the War sphere do), or acts in a way that its effects only affect certain creatures (such as creatures of a creature type or a specific alignment), the creature with the aegis is unaffected or considered to be an ally. Similarly, magic traps and contingency effects (like glyphs) are not triggered by the creature’s presence, and any effect relying on a magical trigger is also not triggered, as if the creature were invisible to the trap or effect. Traps may still be sprung by physical triggers, however.

Abilities that rely on the caster choosing targets are not affected by this aegis, even if that ability only works on certain targets (such as a paladin’s smite evil ability), and this does not give the bearer any special concealment from creatures using magical senses. Area effect abilities are also still effective against the creature, provided the effect affects every creature, or affects every creature save for those specifically made invulnerable by the caster.

True Protection

Prerequisites: Protection sphere, caster level 10th.

Whenever you create an aegis or ward, you may tie it to a specific creature. Against that creature, the aegis or ward acts as if it had a +10 circumstance bonus to caster level, but it is ineffective against any other creature. This means the aegis or ward works against attacks made by the creature, their abilities, or the attacks or abilities of other creatures it summons or controls.

To be used, the caster must be able to uniquely identify the creature. If the caster has met the target, this is sufficient, otherwise they require some other means of identifying the creature. Having a sample of the creature’s blood or tissue works, or having the creature’s true name, but a description of the creature is not sufficient.

The GM is the ultimate adjudicator of what is required.

Undying (aegis)

Prerequisites: Protection sphere (Deathless (aegis)), caster level 7th.

When you create a Deathless aegis, you may spend an additional spell point to create an Undying aegis instead. In addition to the effects of the Deathless aegis, the subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This aegis does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

This aegis does not protect against other sorts of attacks, even if those attacks might be lethal.

Unplottable (aegis)

Prerequisites: Protection sphere (Resistance (aegis)), caster level 15th.

You may grant the target an aegis that makes them undetectable through divination magic of any sort. Any magical attempt to gather information on the target (including scrying, effects that detect invisibility, detect alignment, or even miracle and wish spells when used in a similar manner) automatically fails. In the case of scrying that does not directly view the bearer of this aegis (such as instead scanning the area they happen to be in), the spell or effect works normally, but the creature is not detected.


Protection Sphere Feats

Benevolence (Dual Sphere)

Prerequisites: Life sphere (Fount Of Life), Protection sphere.

Benefit: Whenever an ally within range of your cure ability that is under the effects of an aegis is damaged, you may spend a spell point as an immediate action to heal them with hit points from your fount of life. This may keep the target from dying.

Blurred Boundary (Dual Sphere)

Prerequisites: Illusion sphere (any (glamer) talent), Protection sphere.

Benefit: Any attack that deals enough damage to break through your barrier treats all creatures that are contained within the barrier as if they were under the effects of a single (glamer) talent you possess before dealing damage. This glamer effect only applies to the attack that penetrates the barrier.

When creating a non-trick glamer you may also grant the effects of a single aegis you possess to the target. The aegis effect added this way uses the duration of the glamer instead of its normal duration. This is not an actual aegis and does not provide any other benefits, such as those granted by the Status talent of the Protection sphere.

Companionship

Prerequisites: Protection sphere, 3rd-level paladin.

Benefit: When you use an aegis on an ally, they are considered physically closer to you. Any supernatural class ability you gain as a paladin treats the ally as being within 5 feet of you, provided you have line of sight to them and are not required to physically touch them.

Confining Circle

Prerequisites: Protection sphere (Repel Evil/Good/Law/Chaos (ward)).

Benefit: When you create a Repel ward, you may invert it, so that creatures of the repelled alignment can enter freely, but must attempt a Will saving throw to leave the warded area.

Defensive Vigilance (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: While an ally is within the area of one of your wards, you may rally that ally. When you rally an ally who has an aegis you created attached to them, you may sacrifice an aegis to reduce the spell point cost of the rally by 1 spell point.

Dimensional Aegis (Dual Sphere)

Prerequisites: Protection sphere, Warp sphere.

Benefit: You gain a (succor) talent that lets you sacrifice an aegis borne by an ally other than yourself to swap places with them by teleporting. They must be within range of your teleport ability, but you do not need to be normally able to teleport others.

The ally must be willing or unconscious. This may be done in response to an attack before the results of the attack are determined. If so, the attack changes target to whomever is now occupying the space now occupied by the original target. The attack is not rerolled.

Energy Reflection

Prerequisites: Protection sphere (Energy Resistance (aegis, ward)).

Benefit: Whenever a creature attacks the bearer of your Energy Resistance aegis, and the damage is reduced by that aegis, you may choose for that creature to suffer damage equal to the amount of damage reduced by the Energy Resistance aegis. The damage is of the same type as it was originally inflicted.

Enmity Ward

Prerequisites: Protection sphere, favored enemy class feature.

Benefit: You may create a ward that repels all your favored enemies, as the Repel ward. You may apply your bonus to hit your favored enemies to the DC of this ward.

Forceful Hand (Dual Sphere)

Prerequisites: Protection sphere, Telekinesis sphere.

Benefit: You gain a (succor) talent that lets you sacrifice an aegis to use a telekinetic effect to defend the creature that bore the aegis. You may make a telekinetic Catch on an attack made on the creature, or, if you possess the Telekinetic Push talent, you may perform a push on an enemy that is adjacent to the creature.

Graphomancy

Prerequisites: Craft (calligraphy) 1 rank, Protection sphere.

Benefit: You have learned to use ancient writings and symbols to enhance your Protection sphere abilities. When you create a ward, you gain a bonus to your caster level equal to half the number of ranks you have in the Craft (calligraphy) skill, rounded up. This can not increase your caster level above your Hit Dice.

Guarded Step (Dual Sphere)

Prerequisites: Protection sphere, Warp sphere.

Benefit: When teleporting yourself or a group that includes yourself to a location within a ward you created, you may reduce the action required by one step, from a standard action to a move action or from a move action to a swift action, but not to an immediate action or free action.

Immutable Protection

Prerequisite: Protection sphere.

Benefit: You receive a +4 insight bonus to MSB and MSD for any magical skill check made by your wards. This includes casting the ward and any checks made to dispel or repress magical effects because of a ward ability.

Luminous Aegis (Dual Sphere)

Prerequisites: Light sphere, Protection sphere.

Benefit: As a swift action, you may make an ally glow if they are bearing an aegis you created. You must use a separate action to make them glow brightly, and the duration of the glow does not change.

Martial Aegis (Combat)

Prerequisites: Protection sphere, base attack bonus +1.

Benefit: When you create an aegis on yourself, you may use your base attack bonus as your caster level for the purpose of effect (but not duration). If you use a (succor) talent on this aegis, you may also use your base attack bonus as your caster level for the succor.

Shadow Cage (Dual Sphere)

Prerequisites: Dark sphere, Protection sphere.

Benefit: When you create a ward, you may spend a spell point to add the effects of a darkness ability you have to it. If you do, the entire area of your ward is a darkness, and your melds work within this ward as if its bearer were within any other darkness that you created.

Tribal Fortification (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: When you create a ward, you may spend a spell point to add the effects of a totem ability you have to it. If you do, the entire area of your ward is a totem (even if your totem would normally be smaller), and your rallies work within this ward as if they were within any other totem that you created.

Warded Bones (Dual Sphere)

Undead that you create are even harder to destroy than normal.

Prerequisites: Death sphere, Protection sphere.

Benefit: When you reanimate a corpse, you can also apply an aegis to the undead. The spell point cost of the aegis must be paid as well. This aegis remains in effect as long as the undead is not destroyed, and cannot be dispelled separately. If combined with Mass Reanimate, each aegis must be paid for separately.

Neither Permanent Undead nor Lingering Necromancy can extend the duration of these aegises past the base duration of reanimate.

Warning Sign (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: Allies receive a +1 circumstance bonus to initiative per aegis they bear that you created. This bonus stacks with itself.



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.

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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

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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