Soul Adept
Ultimate Spheres of Power
Most traditional elementalists focus on the four classical elements; earth, air, fire and water. But a rare few, sometimes known as soul adepts, instead focus on an energy they refer to as ether; the primordial energy that suffuses and constitutes the Ethereal Plane and is the source of power for all manner of spirits, ghosts and entities. Mastering this bizarre energy grants them unsurpassed proficiency in all matters incorporeal, sometimes to the degree that the line between them and the spirits they study begins to blur.

Class Skills

A soul adept loses Escape Artist (Dex) as a class skill, and adds Knowledge (religion) (Int) to his list of class skills.

Phantasmal Energy

At 2nd level, a soul adept gains the Death sphere as a bonus magic talent.

This replaces the bonus feat normally gained at 2nd level.

Weave the Ether (Su)

At 3rd level, the soul adept gains Ghostly Admixture as a bonus feat, even if he does not meet the prerequisites, and may make admixtures even without the Admixture talent, so long as he uses the Ghostly Admixture feat. When using this feat, he uses the higher of his Destruction and Death caster levels for determining the effects of each sphere.

At 9th level, he adds 1/2 his class level to all damage dealt by Ghostly Admixture destructive blasts, and he no longer needs to spend the additional spell point detailed in the Ghostly Admixture feat.

At 15th level, he adds his full class level to all damage dealt by Ghostly Admixture destructive blasts.

This replaces favored element.

Ghostly Defense (Su)

At 5th level, the soul adept gains a +2 bonus to saving throws vs. death effects, diseases, mind-affecting effects, paralysis, poison, sleep effects, and stunning. These bonuses increase by 2 at 11th and 17th level.

This replaces elemental defense.

Wraith Form (Su)

At 7th level, the soul adept becomes incorporeal for a maximum number of rounds per day equal to his class level + his casting ability modifier, as the wraith class feature of the same name. If the soul adept gains this ability from any other source, their levels stack when determining the total number of rounds the soul adept may use this ability.

This replaces elemental movement.

Spiritual Body

At 20th level, the soul adept’s body becomes one with the spirit world. He gains immunity to death effects, sneak attacks, and critical hits, and gains DR 10/magic.

This replaces energy body.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Purring Racial Ritual
Squadron Surreal Teamwork Theurge
Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
The High Magic Handbook
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

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

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.