Shifter
Table of Contents
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Note: This class should not be confused with the Shifter from Ultimate Wilderness by Paizo Publishing.

Shifters are experts at transforming themselves (and often others) into whatever form is most suitable for a situation. Whether they’re a druid getting closer to the wilderness, a magical experiment with horrifying implications, or the scion of a lycanthropic bloodline, their ability to become what they want to be makes them hard for anyone to stop.

Role: Shifters are experts at infiltration and combat, using their powers to assume many shapes to fit whatever situation they find themselves in.

Alignment: Any non-lawful

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The shifter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Shifter
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Magic Talents
1st +0 +2 +2 +0 Casting, quick transformation, shapeshifter, spell points, wild empathy +0 (1) 0 (+2)
2nd +1 +3 +3 +0 Bestial trait +1 1
3rd +2 +3 +3 +1 Endurance +2 2
4th +3 +4 +4 +1 Bestial trait, enhanced attacks (magic), lingering transformation +3 3
5th +3 +4 +4 +1 Steal language +3 3
6th +4 +5 +5 +2 Bestial trait +4 4
7th +5 +5 +5 +2 Enhanced attacks (cold iron, silver), enhanced physicality +5 5
8th +6/+1 +6 +6 +2 Bestial trait, immunity to poison +6 6
9th +6/+1 +6 +6 +3 Extended transformation +6 6
10th +7/+2 +7 +7 +3 Bestial trait, enhanced attacks (chaotic) +7 7
11th +8/+3 +7 +7 +3 Boundless communication +8 8
12th +9/+4 +8 +8 +4 Bestial trait, immunity to disease +9 9
13th +9/+4 +8 +8 +4 Enhanced physicality +9 9
14th +10/+5 +9 +9 +4 Bestial trait +10 10
15th +11/+6/+1 +9 +9 +5 Endless communication +11 11
16th +12/+7/+2 +10 +10 +5 Bestial trait, enhanced attacks (adamantine) +12 12
17th +12/+7/+2 +10 +10 +5 Greater transformation +12 12
18th +13/+8/+3 +11 +11 +6 Bestial trait +13 13
19th +14/+9/+4 +11 +11 +6 Enhanced physicality +14 14
20th +15/+10/+5 +12 +12 +6 Bestial trait, second skin +15 15
Shifter.png

Weapon and Armor Proficiency

A shifter is proficient with all simple weapons and light armor.

Casting

A shifter may combine spheres and talents to create magical effects. A shifter 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.)

Spell Pool

A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A shifter gains 3/4ths of a magic talent per level, according to Table: The Shifter.

Shapeshifter

At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

Wild Empathy (Ex)

A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

Quick Transformation

The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Bestial Trait

At 2nd level and every 2 levels thereafter the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms.

The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws).

Accommodating Form [Apoc]

Source: The Apex Shifter

The shifter chooses one Alteration sphere talent (including the base talent that grants Blank Form) that she possesses that grants traits. When she applies a shapeshift to herself, she can choose one of the traits from that talent that does not cost an additional spell point to apply. That trait does not count towards her maximum amount of traits she may possess on a form. She may select this bestial trait once per every 4 shifter levels she possesses (minimum 1). Each time she does so she selects another talent.

Adaptation (Ex)

The shifter suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to attempt Fortitude saves. Her equipment is likewise protected. This trait does not provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

If she possesses the flight bestial trait, she also is acclimated to living at high altitudes and treats her altitude zone as if it were one lower. At shifter level 10, she may treat it as two levels lower.

If she possesses the home in water bestial trait, she also is immune to the pressures of the ocean and takes no damage from water pressure.

Adaptation, Improved (requires adaptation)

The shifter gains resistance to acid, cold, electricity, fire, and sonic equal to her shifter level.

Adaptation, Greater (requires adaptation, improved adaptation, shifter 10)

Choose a damage type the shifter has resistance to through improved adaptation. She gains immunity to that damage type. She may select this trait multiple times. The effects do not stack. Each time it is gained, choose another damage type.

Animal Advisor (Su)

The shifter gains a familiar, treating her shifter levels as wizard levels. This stacks with levels gained from other sources.

Animal Hide (Ex)

The shifter gains a +1 natural armor bonus. This stacks with all other sources of natural armor. This bestial trait can be taken multiple times. The effects stack.

Animal Trainer (Ex)

The shifter gains a bonus equal to 1/2 her shifter level to all Handle Animal checks. The shifter may reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. She can also train more than one animal at once, although each animal after the first adds +2 to the DC.

Barding (Su) (requires shifter 6)

When assuming a form with the Alteration sphere that would normally cause the shifter’s worn armor to meld into her form, she may instead mold her armor around her new form, allowing her to keep her armor’s bonuses and benefits.

Bestial Rage (Ex)

As a standard action, the shifter may let out a ferocious howl. This allows her to attempt an Intimidate check to demoralize all enemies within 30 feet of her.

Bestial Speed (Ex)

The shifter increases all of her movement speeds by 10 feet. This bestial trait can be taken multiple times. The effects stack.

Bite (Ex)

The shifter gains a bite attack. This is a primary attack dealing 1d6 damage (1d4 Small). If this is the only attack made during the shifter’s turn, she adds 1-1/2 her Strength bonus to the damage dealt.

Chameleon (Ex) (requires shifter 10)

The shifter gains the ability to hide in plain sight, using Stealth without cover or concealment, even while being directly observed.

Champion [CotS]

The shifter gains a Champion feat of her choice as a bonus feat (see Champion Feats). She must meet the prerequisites of the feat. This trait can be gained multiple times.

Claws (Ex)

The shifter gains a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 Small).

Combat Talent [CotS]

You gain a bonus combat talent. This bestial trait may be taken more than once, granting an additional talent each time.

Defensive Shift [Apoc]

Source: The Apex Shifter

When the shifter applies a shapeshift to herself, she can enter total defense as part of that same action. At the beginning of her next turn, she is staggered for 1 round.

Detachable Claws (Ex) (requires claws)

The shifter may hurl her claws as a ranged natural attack. This is treated as a thrown weapon with a 10-foot range increment. Each hand is treated as a different weapon (allowing her to throw each as a separate attack). Thrown claws may be regrown as a swift action.

Earth Glide (Su) (requires home in the underground, shifter 10)

The shifter gains earth glide. She can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, she may glide through lava. She leaves behind no tunnel, hole, ripple, or any other sign of her presence.

Evasion (Ex)

The shifter can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor, or no armor, and carrying no more than a light load. If she is helpless, she loses the benefit of evasion.

Feinting Shift [Apoc]

Source: The Apex Shifter

When the shifter applies a shapeshift to herself, she may make a feint check as part of that same action.

Ferocious (Ex) (requires endurance, shifter 6)

The shifter gains the Diehard feat.

Fey Kin (Su)

The shifter gains low-light vision if she does not already possess it. The shifter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Flight (Ex) (requires shifter 6)

The shifter gains a 30 feet fly speed with maneuverability (clumsy).

Flight, Perfect (requires shifter 6)

If the shifter possesses a flight speed, her maneuverability increases by one step +1 step per 6 shifter levels beyond 6th, to a maximum of (perfect).

Flight, Skillful (Ex)

The shifter gains either the Flyby Attack, Hover, or Wingover feats. She may select this trait up to 3 times, gaining another feat each time.

Gore (Ex)

The shifter gains the ability to sprout a horn from her head as a free action. This grants her a gore attack dealing 1d6 damage (1d4 Small). If this is the only attack made during her turn, add 1-1/2 her Strength bonus to the damage dealt.

Grab (Ex)

The shifter gains the grab universal monster ability with a natural attack of her choice. If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration.

Graft Weapon (Su)

The shifter may spend 1 minute to graft a weapon to a limb capable of wielding a weapon as per the Graft Weapon trait of the Morphic Weapon Alteration talent. This graft persists until the weapon is removed as a standard action.

Home in Nature (Ex)

The shifter gains a favored terrain, as the ranger class feature. She may select this trait once at 2nd level, plus an additional time for every 4 shifter levels she possesses beyond 2nd. Each time this trait is gained beyond the first, she gains an additional favored terrain, and the bonuses granted in one of her favored terrains (even the one just selected if she desires) increases by 2.

Home in the Underground (Ex) (requires shifter 4)

The shifter gains a 10 feet burrow speed.

Home in Water (Ex)

The shifter gains the amphibious subtype (including the ability to breathe underwater) and a 30 feet swim speed.

Impaling Charge (Ex) (requires powerful charge)

The shifter gains the Impaling Charge feat.

Improved Evasion (Ex) (requires evasion, shifter 10)

The shifter’s evasion ability improves, so that while she still takes no damage on a successful Reflex saving throw, she henceforth takes only half damage on a failed save.

Improved Natural Attack (Ex) (requires shifter 6)

One of the shifter’s natural attacks increases its damage by one die size. If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration. The shifter may select this trait multiple times. A single natural attack cannot be improved more than once. Each time this trait is gained, increase the number of natural attacks that may be augmented at one time by 1.

Jumper (Ex)

The shifter adds her shifter level as a bonus on all Acrobatics checks made to jump. When attempting a jump, she is always considered to have a running start. The shifter may attempt an Acrobatics check to jump as part of her charge. If her vertical height exceeds the height of her target, the target is flat-footed against the attacks granted by that charge and the critical threat range of her natural attacks is increased by 1. This increase stacks with and is applied after effects such as keen and Improved Critical.

Living Death (Su) (requires undead kin)

The shifter no longer needs to breathe. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.

Magical Attacks (Su)

The shifter’s natural attacks all gain a +1 enhancement bonus, as if they were magical weapons. This bonus increases by +1 for every 5 shifter levels possessed.

Melded Equipment (Su) (requires shifter 10)

The shifter may activate magic items that have melded into her shapeshifted form.

Multiattack

The shifter gains the Multiattack feat.

Nightvision

The shifter gains darkvision 60 feet. If she already possesses darkvision, increase the range of her darkvision by 30 feet.

Permanent Size Change (Ex) (requires shifter 6)

The shifter’s size permanently changes to either Small, Medium, Tiny, or Large, as if using the Size Change Alteration talent.

Permanent Size Change, Greater (Ex) (requires permanent size change, shifter 10)

The shifter may permanently change her size to either Huge or Diminutive, as if using the Size Change Alteration talent sphere.

Poison (Ex) (requires shifter 6)

The shifter selects a single natural attack (one claw, bite, etc.) she possesses. This natural attack inflicts poison on a successful attack (injury; save Fortitude DC 10 + 1/2 her shifter level + her Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 1 save). If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration. She may select this trait multiple times. The effects do not stack. Each time it is gained, select another natural attack to inflict poison.

Poison, Improved (Ex) (requires poison, shifter 10)

The shifter selects one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 Constitution and Strength damage, 2 saves. She may select this trait multiple times. The effects do not stack. Each time it is gained, select another natural attack augmented by the poison trait.

Pounce (Ex) (requires shifter 6)

The shifter gains the pounce special ability, allowing her to make a full-attack at the end of a charge.

Powerful Charge (Ex)

If the shifter possess a gore attack, she may use it to make a powerful charge. When charging, her gore attack doubles its damage dice plus 1-1/2 times her Strength bonus.

Prey (Ex)

The shifter gains a favored enemy, as the ranger class feature. She may select this trait once at 2nd level, plus an additional time for every 4 shifter levels she possesses beyond 2nd. Each time this is gained after the first, she gains an additional favored enemy, and the bonuses granted against one of her favored enemies (even the one just selected if she desires) increase by 2.

Quick Healing (Su)

As a free action once per round, the shifter may heal 5 hit points as if she had the fast healing ability. She may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If she falls unconscious because of hit point damage and she still has healing from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.

This bestial trait can be gained multiple times. Each time it is gained, increased the maximum hit points that can be healed with this ability by an additional 5 per 2 shifter levels.

Resistant Shift [Apoc]

Source: The Apex Shifter

When the shifter applies a shapeshift to herself and becomes a size category larger then she was before, she gains stalwart (if she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely) for 1 round per 5 levels of shifter she possesses (minimum 1), or until she applies a new shapeshift to herself (whichever is shorter). When she applies a shapeshift to herself and becomes a size category smaller than she was before, she gains evasion (As the shifter bestial trait) for 1 round per 5 levels of shifter she possesses (minimum 1), or until she applies a new shapeshift to herself (whichever is shorter).

Scent (Ex)

The shifter gains the scent ability. If she possesses home in water, she also gains the ability to detect creatures by scent up to a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Shape Weapon (Su)

As a standard action the shifter may reshape one of her limbs capable of wielding a weapon into a weapon she is proficient in as per the Shape Weapon trait of the Morphic Weapon Alteration talent. Use her shifter level to determine the effective caster level of this ability. This stacks normally with caster levels gained from other sources. This change persists until dismissed as a free action.

Shifting Style [Apoc]

Source: The Apex Shifter

Requires: At least 1 combat talent not from the Alchemy, Equipment, Tech, or Trap sphere; Knowledge of Many Shapes class feature

When the shifter applies a shapeshift to herself, she may spend an additional spell point to gain a combat talent she doesn’t currently possess (excluding the Alchemy, Equipment, Tech, or Trap sphere). She must possess the base sphere associated with the talent in order to gain it. This talent lasts for 1 minute or until she applies a new shapeshift to yourself.

Snatch (requires Huge size)

The shifter gains the Snatch feat.

Spider Climb (Ex)

The shifter gains a 30 feet climb speed.

Spider Climb, Improved (Ex) (requires spider climb)

If the shifter possess a climb speed, that climb speed increases by 10 feet. She may climb virtually on any surface, no matter how slick or sheer. She can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. She needs not attempt Climb checks to traverse a vertical or horizontal surface (even upside down).

Spines (Ex)

The shifter grows spines, thorns, or spikes. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a secondary natural weapon if beneficial.

Sprint (Ex)

The shifter gains the Run feat. Once per hour, the shifter may move up to 10 times her speed when running or charging.

Superior Senses (Ex) (requires shifter 10)

The shifter gains blindsense out to 15 feet.

Taste for Blood (Ex) (requires shifter 6)

If the shifter spends a standard action to feast on a corpse killed within the last minute, she gains a +4 morale bonus to her Strength and Constitution for 1 round per shifter level.

Track Master (Ex)

The shifter adds half her shifter level (minimum 1) to Survival checks. The shifter no longer leaves a trail if she does not wish to.

Trip (Ex) (requires shifter 6)

If the shifter possesses a bite attack, she may attempt to trip the target of a successful bite attack as a free action. This does not provoke an attack of opportunity, and she cannot be tripped in return.

Undead Kin (Su)

The shifter is healed by both positive and negative energy.

Web (Ex)

The shifter may create webs as the Web trait from the Vermin Transformation Alteration talent. This ability is usable 8 times per day, rather than once per minute.

Endurance (Ex)

At 3rd level the shifter gains Endurance as a bonus feat.

Lingering Transformation

At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.

Enhanced Attacks (Su)

Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both her normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as cold iron and silver weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

Steal Language (Su)

At 5th level, a shifter can not only change her body, but also her mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that do not have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). She may only have one language acquired at a time in this manner; acquiring a second language dismisses the first.

Enhanced Physicality (Ex)

At 7th level, the shifter’s body begins to become naturally enhanced through her transformations. She gains a +2 inherent bonus to her Constitution score. This increases to +4 at 13th level, and +6 at 19th level.

Immunity to Poison (Ex)

At 8th level, the shifter gains immunity to all poisons.

Extended Transformation (Sp)

At 9th level, the shifter’s control over Alteration magic makes her transformations unusually powerful. Whenever the shifter spends a spell point to allow a shapeshift to continue without concentration, the effect lasts for 10 minutes per level instead of 1 minute per level.

Boundless Communication (Ex)

At 11th level, the shifter’s ability to communicate increases. She may understand and be understood by any creature with a language.

Immunity to Disease (Ex)

At 12th level, the shifter gains immunity to all diseases, including magical diseases.

Endless Communication (Ex)

At 15th level, the shifter’s communicative powers encompasses all life. She may communicate with and understand any living creature, even those without languages such as animals and plants.

Greater Transformation (Su)

At 17th level, whenever the shifter spends a spell point to allow a shapeshift to endure without concentration, the effect lasts for 1 hour per level.

Second Skin (Ex)

At 20th level the shifter becomes a master of Alteration magic. Whenever she changes her own form with a shapeshift it is considered an extraordinary ability instead of a magical effect. This means it does not provoke an attack of opportunity, cannot be dispelled or countered, and can be used within an antimagic field. Changes to herself have an unlimited duration without the need to spend any spell points.


Favored Class Bonuses

Aasimar: Gains a +1/2 bonus to all Handle Animal checks.

Dwarf: +1/3 bonus to Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold the shifter’s breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Elf: +1/3 to the shifter’s natural armor bonus while using a form from the Alteration sphere other than Blank Transformation.

Gnome: +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

Goblin: Add +1/2 to all checks using wild empathy.

Half-elf: Reduce the attack roll penalties for secondary natural attacks by 1/8, to a minimum of 0. This stacks with benefits provided by the Multiattack feat.

Half-orc: Gain +1/6 of a bestial trait.

Halfling: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.

Human: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

Merfolk: Gain +2.5 feet to the shifter’s swim speed. In combat, this only has an effect for every two increases to the movement’s speed.

Orc: Choose one natural attack gained through bestial traits. Increase the die size of the natural attack by 1 step for every 6 times this benefit is gained.

Tiefling: Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.


Shifter Feats

The following feats are particularly appropriate or useful for shifters.

Extra Bestial Trait

Prerequisite: Bestial trait class feature.

Benefit: Gain an additional bestial trait for which you meet the prerequisites. You may take this feat multiple times. The effects stack.

Extra Magic Talent

Prerequisite: Basic Magic Training or casting class feature.

Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Extra Spell Points

Prerequisite: Spell pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Sphere Focus

Prerequisite: Casting class feature.

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



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