“…Yeah, Vyn, this is exactly what we’re talking about.” - An adventuring party’s attempts to help an awkward scholar.
A protector of relics lost to the ages, reliquary keepers are able to draw upon the residual essence of objects; be it residual magical energies, strong emotions or memories implanted within the item, or something more esoteric. These reliquary keepers often become attached (either intentional or otherwise) to these objects, with the essence of both the object and the reliquary keeper becoming entwined.
Casting
A reliquary keeper may combine sphere and talents to create magical effects. A reliquary keeper is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) This replaces spell casting and knacks.
Spell Pool
A reliquary keeper gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A reliquary keeper gains a magic talent at every even level.
Relic
The reliquary keeper is a protector of rare and precious objects, known as relics, and is able to draw the innate history and magical energies from them. At 1st level, the reliquary keeper chooses two objects to treat as relics. After this choice has been made, it cannot be changed. At 4th level, and every 4 levels thereafter, the reliquary keeper chooses one additional object to treat as a relic. If the relic is a weapon, armor, or shield, the reliquary keeper must be proficient with them to gain their benefits.
Whenever the reliquary keeper gains a relic, she must choose an implement school for that relic to belong to, granting the base focus power for the implement school. Additionally, each relic grants a single sphere or talent, which must possess the base sphere before additional talents of that sphere may be added, unless the reliquary keeper possesses that sphere. Whenever a reliquary keeper casts a sphere effect using talents granted by one of his relics, he must have the corresponding relic in his possession and present the relic to the target or area of effect.
The reliquary keeper may only benefit from one relic’s benefits at a time. A relic may be activated as part of drawing, recovering, or otherwise drawing upon its power to provide its benefits; usually as a standard action. If the active relic would be disarmed, stowed, destroyed, or otherwise no longer wielded, the reliquary keeper loses access to the relic’s benefits immediately.
At 5th level and every 4 levels thereafter, each relic gains an additional talent.
Whenever the reliquary keeper rests to regain spell points, he may change any and all of these additional talents (but not other talents), losing the previous ones and gaining new spheres and talents in their place. A relic is otherwise treated as an implement.
This replaces implements, but may be altered or replaced by other archetypes.
Special
Occultist panoply selected as relics grant magic talents belonging to one of the implement schools associated with the panoply. Because a panoply is not its own relic, and is instead composed of a combination of relics from the panoply’s associated implement schools, the panoply may grant magic talents without first possessing the base sphere if one of the associated relics already grants the base sphere. A reliquary keeper must hold or have access to both associated relics to use talents granted by the panoply. For example, a reliquary keeper selects the trappings of the warrior panoply, having already learned to use the abjuration and transmutation implement schools. The reliquary keeper’s transmutation relic already grants the Enhancement base sphere, so the trappings of the warrior panoply may grant additional Enhancement sphere talents without needing to first select the base sphere.
About Relics
A relic is generally an object of some importance; whether it be of sentimental or historic value, this should be a detail to work out with the GM and yourself to add a unique flair. Perhaps you wield a shattered blade of a tyrannical lieutenant that fuels a burning hatred within a character? Or a censer passed down through generations, finally passed onto yourself? In any case, a relic can vary in importance or significance where the GM and the player see fit.
If a relic is destroyed, the GM should work with you to quickly allow you to replace the destroyed relic, whether it be through repairing the destroyed relic to a semblance of its original state or seeking out something of similar importance. This process should be appropriate for the entire table.
Implement Schools And Spheres
Due to Spheres of Power using a more varied approach to magic and how it is divided, most implement schools will not seamlessly transition to most spheres. While a GM can create their own mappings, below are some suggestions for some spheres that may work with certain implement schools:
- Abjuration: Creation, Nature, Protection
- Conjuration: Conjuration, Creation, Life, Nature, Warp
- Divination: Divination, Fate, Time
- Enchantment: Fallen Fey, Mind, War
- Evocation: Dark, Destruction, Light, Mana
- Illusion: Dark, Fallen Fey, Illusion, Mind
- Necromancy: Blood, Death, Life
- Transmutation: Alteration, Enhancement, Telekinesis, Time, Weather
Resonant Powers
The following resonant powers have been altered (or changed entirely) to function within Spheres of Power.
Intense Focus (Su)
Instead of benefiting evocation spells, this resonant power instead affects all sphere effects that deal damage.
Necromantic Focus (Sp)
This resonant power counts as the reanimate Death sphere ability for the purposes of other talents and effects.
Reaching Foci (Sp)
The relic empowers the bearer’s reach with magic. The bearer may add 5 feet to the range of all sphere effects cast using this relic for every 1 point of mental focus stored in the relic (to a maximum bonus equal to his class level).
This replaces the conjuration resonant power.
Focus Powers
The following focus powers have been altered (or changed entirely) to function within Spheres of Power.
Author's Note: A reliquary keeper may use his casting ability modifier instead of his Intelligence modifier when determining the number of mental focus points he possesses, in addition to the saving throw DC for his focus powers.
Flesh Mend (Sp)
This focus power counts as Life Sphere’s cure ability for the purposes of (vitality) talents.
Future Gaze (Sp)
This functions as the future gaze focus power, except that it functions as the Augury (divine) Divination sphere talent.
Globe of Negation (Sp) (requires reliquary keeper 11)
As a standard action, choose three spheres and expend 3 points of mental focus to create a globe of negation. This globe is 10 feet in diameter and grants all allies within this globe a +4 morale bonus to saving throws and AC against abilities of the chosen spheres. The globe lasts for 1 round per 2 class levels he possesses. Abilities originating within the globe are unaffected by it.
Object Seer (Sp)
This functions as the object seer focus power, except that it functions as the Object Reading (divine) Divination sphere talent.
Summon Fog (Sp)
The fog created functions as the Nature sphere (water) package Fog sphere effect. At 7th level, he may spend an additional point of mental focus to add additional effects to the fog, choosing one additional effect from the Fog Mastery talent as though he possessed the appropriate Nature sphere package.
This alters psychic fog.
Tear Space (Sp)
This functions as the side step focus power, except that the fissure created functions as the Wormhole (space) Warp sphere talent.
Historian
At 2nd level, the reliquary keeper’s knowledge of history is extensive, especially when regarding lost items and esoteric artifacts. He gains a bonus on all Knowledge (history) checks equal to 1/2 his class level. Additionally, the reliquary keeper may use Knowledge (history) instead of Spellcraft when attempting to determine the properties of a magical item.
This replaces magic item skill, but may be altered or replaced by other archetypes.
Ritualist
At 5th level, the reliquary keeper gains the Craft Ritual feat.
This replaces aura sight, but may be altered or replaced by other archetypes.
Greater Ritualist
At 8th level, the reliquary keeper gains the Ritual Caster feat.
This replaces magic circles, but may be altered or replaced by other archetypes.
Routine Rituals (Su)
At 8th level, the reliquary keeper’s expertise with rituals has reached the point where some rituals are simply routine for him. Once per day whenever the reliquary keeper would cast a ritual, he may treat the spell level of the ritual as being two lower for the purposes of determining its casting time (minimum 1 minute). He may use this ability an additional time per day at 12th and 16th level.
This replaces outside contact, but may be altered or replaced by other archetypes.
Relic of Power
At 10th level, the reliquary keeper may tap into the deepest aspects of a relic, gaining untapped knowledge and power from his relics. As a full-round action, the reliquary keeper may spend 2 mental focus to change one talent granted by a relic.
This replaces binding circles, but may be altered or replaced by other archetypes.
Perfected Rituals (Su)
At 16th level, the reliquary keeper’s knowledge of rituals becomes so in-depth that most rituals come naturally to him. Whenever the reliquary keeper would research a ritual, the development cost is halved. Additionally, when the reliquary keeper would use his routine rituals class feature, it instead treats the spell level of the ritual as being four lower for the purposes of determining its casting time.
This replaces fast circles, but may be altered or replaced by other archetypes.
Relic Mastery (Su)
At 20th level, the reliquary keeper’s bond with one of his relics becomes especially intense. The reliquary keeper selects one relic. Whenever he uses a focus power or sphere ability from the relic, the DC to resist any of the effects increases by 4, and treats his occultist level as 4 higher when determining the effects and duration of the focus powers within the relic. Additionally, the reliquary keeper gains 4 extra points of mental focus, but these points must always be invested in the chosen relic. The hardness of each of the reliquary keeper’s relics increase by 20 as long as the item has at least 1 point of mental focus stored within it. If the chosen relic is destroyed or lost, it returns to the reliquary’s keeper whenever he rests to regain his spell points.
This replaces implement mastery, but may be altered or replaced by other archetypes.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book