Spellcrafting
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Ultimate Spheres of Power
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Spellcrafting is a system that allows casters to create and use custom magical abilities that otherwise would be outside the scope of the Spheres of Power system. Unlike advanced talents, rituals, and incantations, spellcrafting does not necessarily deal with world-affecting magic (although such spells can be crafted using advanced talents), but rather allows players and GMs to customize a caster’s magic to create something truly unique.

In its simplest form, a spell is a sphere effect that has been augmented and added to with talents it otherwise could not use. Like unaugmented sphere effects, a spell has a base sphere from which its caster level and DC is derived, and often requires the expenditure of spell points.

If a GM decides to allow spells, a spell may be used by any creature who possesses its prerequisites, though a creature must find a way to learn it, such as finding someone who knows the spell who can teach it to them. While the rules presented below are designed to aid in spellcrafting, in the end spellcrafting is purposely left vague to encourage creativity, mystery, and wonder. Like magic items, spellcrafting is much more fun when a spell has more personality than simply being a combination of effects.


Spellcrafting Feats

Spellcrafting

Prerequisite: Casting class feature.

Benefit: You may create spells of your own.

Spellbook Mastery

Prerequisites: Spellcrafting, casting class feature.

Benefit: Your grasp of spellcrafting theory allows you to cast spells from a spellbook as if it were in your repertoire. The casting time of the spell is increased by 1 round if used this way. You may attempt to cast a spell from a spellbook even if you do not meet the prerequisites, but every sphere or talent not possessed causes you to suffer a cumulative 10% chance per missing prerequisite that the spell will not manifest; instead, a mishap happens, chosen by the GM. Example mishaps are detailed below.

  • A surge of uncontrolled magical energy deals 3d6 points of damage to the caster.
  • Spell strikes the caster or an ally instead of the intended target, or a random target nearby if the caster was the intended recipient.
  • Spell takes effect at some random location within spell range.
  • Spell’s effect on the target is contrary to the spell’s normal effect.
  • The caster suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
  • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the caster was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.

You cannot use a spell that requires an advanced talent unless you possess that talent. Talents gained through implements or with the Circle Casting feat count when meeting a spell’s prerequisites.


Creating a Spell

Spellcrafting is as much art as science and is a similar process as inventing spells with the core Pathfinder magic system, in that good sense and judgment are just as important to creating a balanced spell as the math itself. GMs are encouraged to adjust the casting time, spell point cost, and content of a spell if it is exploitative or disrupting of gameplay. To create a spell with spellcrafting, first choose a base sphere ability (destructive blast, glow, shapeshift, etc.) augmented by talents as normal. This base ability determines the spell’s base sphere and all associated numbers such as saving throws, spell point cost, and caster level if, as is the case with the elementalist, eliciter, or shifter, their caster level is different with different spheres. This also determines the spell’s number of targets, duration, etc.

Next, choose additional sphere abilities, talents, feats, and other augmentations to add to the base sphere ability. You must possess every sphere, talent, or feat to be used in the created spell, and a sphere ability or talent may not be applied twice to the same spell unless it is granting different effects. A spell begins at complexity 0, which increases or decreases with every alteration made. The more complex a spell is, the greater its casting time and the more spell points it costs to use.

When applying a feat, a talent or a severely limited aspect of a different sphere effect to a spell, the complexity is increased by 1. If adding a full second base sphere ability to a spell, the complexity increases by 2. Any spell points required by the feat, talent or base effect added must also be spent.

Other alterations could include changing an effect from ‘personal’ to ‘touch’ (+1 complexity), shortening a duration from 1 hour per caster level to 1 minute per caster level (-1 complexity), etc. No spell can have a negative complexity, and without GM permission, a spell should never cost less than 1 spell point.

Adjusting Durations: If you are adding an effect that normally has a duration two or more steps larger than the spell (for example, adding an aegis, which normally has a duration of 1 hour per caster level, to an effect with a duration of 1 minute per caster level), reduce the spell’s cost by 1 spell point. If you are adding an effect that normally has a duration two or more steps smaller than the spell (for example, adding an enhancement, which usually has a duration of 1 minute per caster level, to an aegis, which normally has a duration of 1 hour per caster level), increase the spell’s cost by 1 and decrease the spell’s duration by one step. When dealing with durations of ‘instantaneous’, effects that simply deal damage (such as destructive blasts) are considered the same as ‘concentration’, while effects that deal other effects (such as the Permanent Transformation advanced Alteration talent) are considered the same as ‘permanent’ for these purposes.

Table: Complexity Increase
Change Complexity
Adding a feat or talent to a sphere effect it would not normally affect. +1
Add an additional sphere effect. +2
Increase range or duration by 1 step. +2
Decrease range or duration by 1 step. -1
Changing a personal effect to ‘touch’ +1

It must also be remembered that, like the creation of magic items, the creation of a spell is something that is as much an art as a science. The GM is encouraged to review all spells and to make adjustments as seem necessary. No spell effect should be created that grants more than 1 damage die per caster level without severe inspection.

Example: Lioneta is an expert at both the Dark and Destruction spheres, and wants to make spells that combine these two spheres into custom abilities. She approaches her GM about creating a spell that combines a large area Explosive Orb destructive blast with the creation of a darkness effect for 1 minute per caster level in the affected area. The GM says that this would create a spell with a complexity of 2, and a total spell point cost of 3 (1 for explosive orb, 1 for darkness without concentration, 1 for complexity).

Lioneta’s second idea is creating a darkness effect that functions as a blot of destructive blast rather than darkness, dealing its damage every round. She wants to combine a Snagging Darkness effect (which deals 1d6 damage per 2 caster levels to targets it grapples) with a destructive blast (with a spell point spent to increase the damage), and cause the destructive blast to repeat every round, affecting all targets who are inside the Snagging Darkness. This would create a spell with a complexity of 2, a duration of 1 round per caster level, and a spell point cost of 5 (2 for the darkness, 1 for the destructive blast, 1 for the adjusted duration, and 1 for the complexity) that deals 1 damage die per round to targets within the area, in addition to the damage dealt by snagging darkness on a successful grapple.

However, her GM says that a spell like that would combine too many sources of damage, and shouldn’t be allowed. Instead, she proposes that the spell point spent to increase the destructive blast’s damage be removed, lowering the damage to one damage die per 2 caster levels to targets within the area, with the chance for more if the snagging darkness can successfully grapple. Lioneta agrees.

Once you have determined a proposed spell’s complexity, compare the result to Table: Complexity Effects. This shows how many additional spell points the spell costs to use, as well as the increase to casting time.

Table: Complexity Effects
Complexity Cost
0 0 spell points, 0 time increases
1 0 spell points, 1 time increase
2 1 spell point, 1 time increase
3 1 spell point, 2 time increases
4 2 spell points, 2 time increases
5 2 spell points, 3 time increases
6 3 spell points, 3 time increases
7 3 spell points, 4 time increases

Once a particular spell has been created, it may be added to through further research, but cannot be fundamentally changed except through the creation of a new spell. Creating a spell is a process similar to creating a magic item, and takes 1 day of research per talent involved, at the end of which a caster must succeed at a Spellcraft check with a DC equal to 5 x the number of spheres, talents, and feats involved, or have their efforts wasted. Talents providing several effects count once per effect. A caster may only retain a number of spells in his repertoire at a time equal to his casting ability modifier. If a caster researches a spell after he has reached this limit, he must decide which of their previous spells will be lost from his memory to make room for the new spell.

It is possible to learn a spell without researching it, provided one can find a teacher or a spellbook that can teach it to them and they possess all of the prerequisites and spend at least 1 hour per sphere, talent, or feat learning it. If a spell is forgotten, however, (such as when learning a spell beyond the character’s limit, forcing them to choose one to forget) it is gone forever unless recorded in a spellbook.

A caster with the Spellcrafting feat may augment a spell by adding more talents or feats to it, through an additional day of research per talent, and a new Spellcraft check at the end of the process.


Spellbooks

A spellbook is a written account of how to perform a spell. Writing a spell down in a magic book takes 1 hour per sphere or talent involved in the spell and requires 1 page per sphere or talent or feat involved in the spell. Talents providing several effects count once per effect.

A caster who possesses the prerequisite talents and feats can learn a spell from a spellbook, adding it to their repertoire. However, before a caster can use a spellbook they must decipher the spell, through either a successful Spellcraft check (DC 20 + the spell’s complexity), a read magic spell, or use of the base sense ability from the Divination sphere. Once a spell has been deciphered, it does not need to be deciphered again by the same caster.

Unlike a ritual book, a spellbook is simply a notebook detailing the theory involved in a spell’s creation, and as such, has no cost in magical components to create. Spellbooks have no market value of their own, and while they may be found, they are rarely bought and even more rarely sold.

Sample Spellbooks

The following are samples of how spellbooks may appear in a setting.

Cleric’s Notes [TS]

The cleric’s notes are a collection of religious essays discussing esoteric concepts such as the value of life and common blessings taught by churches. Churches sometimes keep a copy of these notes in their library, using them to teach acolytes the restoring shield technique for times when they need to both heal and protect an ally.

Restoring Shield

Sphere Protection
Cost 3 spell points (+1 complexity, +1 cure, +1 deflection)
Casting Time full-round action
Range touch
Duration 10 minutes/level
Saving Throw none; Spell Resistance yes
Prerequisites Life sphere, Protection sphere
Complexity 2 (+2 Life sphere)
Crafting Time 2 days
Effect This spell creates a Deflection aegis on the target, as the base effect of the Protection sphere, except that it lasts for 10 minutes per caster level instead of one hour. When the restoring shield first affects a creature, it also gives them the effects of a cure from the Life sphere (typically 1d8 + caster level if not augmented by other talents).

Cursing Your Enemies For Fun And Profit [TS]

This is less book and more unusually thick pamphlet, but it features interesting ideas about a villain’s two favorite things: death and destruction.

Cursing Blast

Sphere Destruction
Cost 3 spell points (+1 complexity, +2 curse)
Casting Time full-round action
Range close
Duration instantaneous (damage)/permanent (curse)
Saving Throw Will partial (see text)
Prerequisites Death sphere (Curse (ghost strike)), Destruction sphere (Smiting Blast (blast type)), user must be evil
Complexity 2 (+2 Death sphere)
Crafting Time 4 days
Effect This spell allows the user to create a destructive blast against a single target that deals profane damage (as the Smiting Blast talent of the Destruction sphere). Any enemy damaged by this blast is also subject to the effects of the Curse (ghost strike) talent of the Death sphere (Will negates). This blast may only be made by evil characters. While this particular blast does not allow for the use of (blast type) talents, the user can use it as a base to create a new spell that incorporates a (blast type) talent.

Space Is An Ocean: Swimming There And Back Again [TS]

This robust tome is filled with scribblings that appear cryptic and mad at first glance, perhaps even inspired by a god of cryptic messages. Theorists believe that when deciphered, they offer a way to swim among the stars.

Becoming The Space Whale

Sphere Alteration
Cost 9 spell points (+2 complexity, +7 effect)
Casting Time 1 round
Range touch
Duration concentration, or 1 SP for one minute per caster level
Saving Throw Fortitude negates; Spell Resistance yes
Prerequisites Alteration sphere (Avian Transformation (transformation), Aquan Transformation (transformation), Extreme Adaptation, Extreme Changes, Greater Changes, Size Change, Size Mastery, Star-Spawn Body (body)), Quicken Spell feat
Complexity +4 (+1 Quicken Spell, +2 Alternate Shapeshift)
Crafting Time 10 days
Effect This spell must be cast at caster level 10 or higher, or it fails. Upon success, this grants the target the ability to change between the form of a space whale (with the Aquan Transformation (transformation) form, as well as the effects of Size Change, Size Mastery, and a fly speed as from Avian Transformation (transformation). As a swift action, the target can switch between this form and a Blank Transformation (they always possess the same traits in their Blank Transformation, as detailed below). In both forms, they have the Breathless and Pressure Immunity traits from the Extreme Adaptation talent and the Starflight trait of the Star-Spawn Body (body) advanced talent. You may use the Permanent Transformation advanced talent on Becoming The Space Whale if you know it (without needing to relearn or modify this spell).

The Art Of Guidance [TS]

An esoteric tome, the art of guidance is hotly pursued by those who practice the supporting arts and contains theories and ideas of how to apply magic in such a way as to benefit and nurture heroes. Two techniques contained within are particularly well-detailed.

Hero’s Burst

Sphere Time
Cost 2 spell points (+1 complexity, +1 effect)
Casting Time full-round action
Range close (25 feet + 5 feet per 2 caster levels)
Duration concentration
Saving Throw none; Spell Resistance yes (harmless)
Prerequisites Time sphere (After Image (time), Improved Haste)
Complexity 2 (+2 After Image)
Crafting Time 3 days
Effect This spell alters the target’s time, granting them the After Image and Haste effects of the Time sphere. The latter is augmented by the Improved Haste talent. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.

Sacred Ground

Sphere Fate
Cost 2 spell points (+1 complexity, +1 talent)
Casting Time full-round action
Range 20-ft. radius, +5-ft. per 5 caster levels
Duration concentration
Saving Throw Fortitude partial (see text); Spell Resistance yes
Prerequisites Fate sphere (Divine Pressure (consecration), Greater Serendipity)
Complexity 2 (+2 Divine Pressure)
Crafting Time 3 days
Effect When cast, this spell allows you to grant a luck bonus to your allies and an equal penalty to your enemies within its range, as the Serendipity consecration of the Fate sphere with the effects of the Greater Serendipity talent. In addition, this spell also provides the benefits of the Divine Pressure consecration within its range, although foes may attempt a Fortitude save to resist that talent’s power. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.


Sample Spells

Armor of Vines

Sphere Protection
Cost 3 spell points (+1 (Armored Magic), +1 Create Nature, +1 duration adjustment)
Casting Time full-round action
Range touch
Target 1 creature
Area 5-ft. radius + 5 ft. per 5 caster levels
Duration 1 minute/caster level
Saving Throw Will negates (harmless), Reflex negates (see below); SR yes (harmless)
Prerequisites Protection (Armored Magic), Nature ((plant) package, Create Nature)
Complexity 1 (+2 Nature ((plantlife) package, -1 decreased duration)
Crafting Time 4 days
Effect This spell covers the target is a writhing mass of vines, which both defend and attack. The target gains an aegis that grants them a +3 armor bonus, +1 per 5 caster levels. This does not stack with any armor the creature is already wearing.

Any time a creature comes within 5 feet + 5 feet per 5 caster levels of the target, whether by its own movement or when the bearer of the armor of vines moves past it, this armor reaches out a vine in an attempt to bind that creature. Any creature affected in this manner must succeed at a Reflex save or become entangled.

If a creature is entangled in this fashion they cannot move, although they cease to be entangled once the bearer of this aegis moves away from them. Once a target is entangled, they may end this condition through a Strength check or Escape Artist check, as detailed in the Entangle ability of the Nature sphere.

Aura Of Righteousness

Sphere Fate
Cost 5 spell points (+2 complexity, +1 duration, +1 Echoing Word, +1 Divine Pressure)
Casting Time 1 round
Range personal
Area 20-ft. radius + 5 ft. per 5 caster levels emission from the caster
Duration 1 round/level
Saving Throw Fortitude partial (see text); SR Yes
Prerequisites Fate sphere (Serendipity, Divine Pressure, Echoing Word, Pain), caster must have a good alignment
Complexity 4 (+2 Pain, +2 Divine Pressure)
Crafting Time 4 days
Effect The aura of righteousness creates an aura that extends from the caster that aids the good and harms the wicked. While within this aura, those who are of good alignment receive a +1 luck bonus to all of their attack rolls, skill checks, ability checks, and saving throws. Evil creatures, on the other hand, suffer excruciating pain, suffering nonlethal damage equal to 1d4+ 1/2 your caster level each round they are within this aura. On any round they suffer damage, they also suffer a -4 penalty to all mental skill checks, and must pass a magic skill check (DC 10 + 1/2 damage dealt + 1/2 caster level) to use a magic sphere effect or spell. They must also succeed at a Fortitude save or be exhausted for as long as they are within the aura of righteousness, and if they succeed, must repeat this saving throw each round they remain within the aura.

While the aura of righteousness is designed for good casters, it is rumored that there are versions of this spell designed for use by chaotic, evil, or lawful casters instead.

Bless/Corrupt Earth (earth)

Sphere Nature
Cost 2 spell points (+1 Manipulate Nature, +1 complexity)
Casting Time full-round action
Range close
Duration instantaneous; see text
Prerequisites Nature sphere ((earth) package, Manipulate Nature), Fate sphere (Bless, Curse)
Complexity 2 (+2 Fate sphere)
Crafting Time 5 days
Effect This spell functions as the Manipulate Nature talent’s Forge Earth option, except that you also bless or curse the affected land for 1 year per 2 caster levels (minimum 1 year), adding one of the following effects.

Enrichment: Earth that is blessed, will yield a 50% more crops, attempting to use magic to grow plants in this area will grant a luck bonus to its caster level equal to +1 per 5 caster levels (minimum 1).

Stunt Growth: Earth that is cursed, will yield 50% less crops, attempting to use magic to grow plants in this area will grant a penalty to its caster level equal to -1 per 5 caster levels (minimum -1).

You can only have one bless/corrupt earth spell in effect at one time. If you cast this spell while another casting of the same type is still in effect, the previous casting is dispelled. In addition, an area can only be under the effect of one instance of this spell at a time; applying an additional use of this spell requires a successful magic skill check (which dispels the previous effect if successful). Dispelling bless/corrupt earth only removes the enrichment or stunt growth properties of the spell.

Blessing of Time

Sphere Protection
Cost 2 spell points (+1 aegis, +1 duration change)
Casting Time full-round action (+1 complexity)
Range touch
Target 1 creature
Duration 10 minutes/caster level
Saving Throw Will negates (harmless); SR yes (harmless)
Prerequisites Time sphere (Improved Haste), Protection sphere
Complexity 1 (+2 Time, -1 switched aegis)
Crafting Time 3 days
Effect This spell grants the target an aegis that bestows on them incredible speed. The target gains a +1 bonus to attack rolls, a +10 enhancement bonus to their movement speed, and a +1 dodge bonus to AC and Reflex saves. This increases by +10 feet per 5 caster levels, and a +1 bonus per 10 caster levels. Whenever the target takes the full-attack action, they may make one additional attack at their highest base attack bonus. Or the target may make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess).

Blessing of Time, Greater

Sphere Protection
Cost 4 spell points (+1 aegis, +1 Mass Time, +1 duration change, +1 complexity)
Casting Time 1 round
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 creature + 1 per 2 caster levels (minimum 2 creatures)
Duration 10 minutes/caster level
Saving Throw Will negates (harmless); SR yes (harmless)
Prerequisites Protection sphere, Time sphere (Improved Haste, Mass Time, Ranged Time)
Crafting Time 5 days
Complexity 3 (+2 Time sphere, +1 Mass Time, +1 Ranged Time, -1 switched aegis)
Effect This spell functions as blessing of time, except the aegis is granted to multiple creatures within range.

Confirmation Crisis

Sphere Mind
Cost 2 spell points (+1 Bless, +1 complexity)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 creature
Duration 1 round
Saving Throw Will negates; SR yes
Prerequisites Mind sphere (Hostility), Fate sphere (Bless)
Complexity 2 (+2 Fate sphere)
Crafting Time 4 days
Effect This spell is a mind-affecting effect that fills its target with both irrational rage, and the confidence of certain success despite any evidence to the contrary. The target is compelled to attack the nearest creature to itself on its next turn (Will negates). The target moves until the creature is within range, and makes at least one attack with a weapon, natural attack, or unarmed strike. When the attack roll is made, the target must roll twice and take the higher result. If no such creature can be reached, the target will instead deal damage to itself equal to 1d8 + its Strength modifier with whatever it has in hand. Whatever the outcome, a creature cannot be affected by confirmation crisis more than once per day.

Create Creature

Sphere Creation
Cost 4 spell points (2 Create Materials, +1 duration, +1 complexity)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Duration 1 hour/caster level
Saving Throw none; SR no
Prerequisites Creation sphere (Expanded Materials, Forge, Create Materials, Fabricate, Fleshcraft), Enhancement sphere (Animate Object)
Complexity 2 (+2 Enhancement sphere)
Crafting Time 8 days
Effect This spell creates a living creature that appears as a physical duplicate of a creature within range. You must attempt a Disguise check to determine the skill of the duplication. While the creature appears to be whatever it was crafted to resemble, in reality it is an animated object under your control and uses the same rules as animated objects from the Enhancement sphere. While the target has a copy of whatever equipment the duplicated creature possesses, this equipment is nonmagical and of unremarkable composition. The maximum size and materials that may be duplicated are dependent on your caster level, as described in the Creation sphere.

Delirious Donnybrook

Sphere Mind
Cost 3 spell points (+1 Greater Charm, 1 Mass Charm, +1 complexity)
Casting Time full-round action (+1 complexity)
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 creature + 1 per 2 caster levels (must match the caster’s creature type)
Duration 1 round/caster level
Saving Throw Will partial (see text); SR yes
Prerequisites Mind sphere (Cerebral Strike, Mass Charm, Paralyze)
Complexity 2 (+2 Cerebral Strike)
Crafting Time 4 days
Effect This spell affects a group of creatures of the same type as the caster, forcing them to attempt a Will save. Creatures failing this saving throw are bombarded with psychic energy taking 1d6 points of nonlethal damage per 2 caster levels and becoming stunned for 1 round per caster level. Affected targets receive a new Will save every round to end the effect (a full-round action that does not provoke an attack of opportunity). Creatures who succeed on their saving throw only take half of the nonlethal damage and are not stunned.

Earth Surfing (earth, spirit)

Sphere Nature
Cost 2 spell points (+1 forge earth, +1 complexity)
Casting Time full-round action
Range close
Area 5-ft. radius + 5 ft. per 5 caster levels
Duration concentration
Saving Throw none; SR yes
Prerequisites Nature sphere ((earth) package, Manipulate Nature), Telekinesis sphere
Complexity 2 (+2 Telekinesis)
Crafting Time 2 days
Effect (requires stone): This spell moves an area of earth no greater than a 5-foot radius + 5 feet per 5 caster levels, causing it to shift across the ground, leaving no sign of its movement except for the shifting of whatever was on top of it. Every object on top of this area of earth moves 20 ft + 5 ft per 5 caster levels per round in a direction you specify, so long as it ends its movement still on the ground. This movement does not provoke attacks of opportunity, and can bypass difficult terrain, creatures, and objects as they are pushed to the side, then returned to their original space after the section of earth has moved through. Walls wider than this area of earth, however, still impede movement. If the caster is not standing on the affected area of earth, this moment cannot exceed close range from the caster.

Golem Prison

Sphere Creation
Cost 3 spell points (+1 Creation sphere, +1 Animate Object, +1 complexity)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Target one creature
Duration concentration
Saving Throw Reflex negates; SR no
Prerequisites Creation sphere (Distant Creation, Expanded Materials), Enhancement sphere (Animate Object)
Complexity 2 (+2 Enhancement sphere)
Crafting Time 5 days
Effect This spell encapsulates the target’s body in a golem. The golem’s maximum size and possible material composition is based on your caster level, as detailed in the Creation sphere. If the target is unwilling, they are allowed a Reflex save to avoid being encapsulated, in which case the golem still appears but in an adjacent space.

The golem created by this spell is an animated object and acts as you direct for as long as you concentrate. If you are inside this golem, an attack to the golem is not enough to force you to attempt a concentration check. If the target inside the golem is unwilling, they may generally act normally but may only target something inside the golem or the golem itself with their attacks or magic abilities. The creature to be trapped must be at least 1 size category smaller than the golem itself.

Hydrate (water)

Sphere Nature
Cost 1 spell point (+1 cure)
Casting Time full-round action
Range close
Duration instantaneous
Saving Throw Fortitude half; SR yes
Prerequisites Nature sphere ((water) package), Life sphere
Complexity 1 (+2 Life sphere, -1 removing effect)
Crafting Time 3 days
Effect This heals a target for 1d8 hit points + 1 per caster level by restoring the hydration in their body. This is similar to the cure ability from the Life sphere, but the effect is water- based; it has no effect on undead, and deals damage to creatures of the fire subtype. In addition, being affected by Hydrate removes any lingering effects of environmental heat (such as fatigue from heatstroke).

Inferno

Sphere Destruction
Cost 3 spell points (+1 Explosive Orb, +1 complexity, +1 full CL damage)
Casting Time full-round action
Range medium (100 ft. + 10 ft. per caster level)
Area 10-ft. radius sphere + 5 ft. per 5 caster levels
Duration concentration
Saving Throw Reflex half; SR yes
Prerequisites Destruction sphere (Explosive Orb, Extended Range, Fire Blast), Nature sphere ((fire) package, Manipulate Nature)
Complexity 2 (+2 Nature sphere)
Crafting Time 6 days
Effect This spell creates a powerful, spherical explosion of fire, dealing 1d6 fire damage per caster level to everything within the area and setting it on fire. A successful Reflex save halves the damage and negates catching fire.

Every round, you may move this sphere up to 10 feet per caster level in any direction, including into the air. The sphere deals damage to everything it passes over, but no more than once per round. If a creature enters the area occupied by this sphere, they immediately suffer damage and risk catching fire. The flaming sphere must remain within medium range of the caster at all times, or it immediately vanishes, ending the spell.

Liar’s Lament

Sphere Mind
Cost 1 spell point (+1 greater charm)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 creature
Duration 1 hour/caster level
Saving Throw Will negates; SR yes
Prerequisites Mind sphere (Candor), [Destruction sphere] (Fire Blast)
Complexity 1 (+1 Fire Blast talent)
Crafting Time 4 days
Effect This spell imposes a surprising penalty upon those who would spread falsehood. Those who fail their Will save are subject to a magical illness wherein every lie that they tell causes their clothing to catch fire and, 1 round later, begin dealing 1d6 points of fire damage to them per turn. Every round, a Reflex save may be attempted to extinguish the flame. Rolling on the ground or using a blanket to extinguish the flame (a fullround action) grants the target a +4 bonus to the saving throw. If a target is not wearing clothes, the target’s hair, fur, feathers, or entire body may catch on fire instead.

Mind Freeze

Sphere Mind
Cost 3 spell points (+1 Mass Charm, +1 greater charm, +1 complexity)
Casting Time full-round action
Range medium (100 ft. + 10 ft. per caster level)
Target 1 + 1 per 2 caster levels (minimum 2) creatures
Duration 1 minute/caster level
Saving Throw Will half; SR yes
Prerequisites Mind sphere (Confusion, Expanded Charm, Mass Charm, Ranged Mind), [Destruction sphere] (Frost Blast)
Complexity 2 (+2 Destruction sphere)
Crafting Time 7 days
Effect This is mind-affecting. You cause the targets’ minds to freeze up, filling them with the sensation of bitter cold until they can think of little else. Each target suffers 1d6 cold damage per 2 caster levels and becomes staggered for 1 round and confused for 1 minute per caster level. A successful Will save halves this damage and negates the staggered and confused conditions.

Minor Protection

Sphere Protection
Cost 0 spell points
Casting Time standard action
Range touch
Target one creature
Duration concentration
Saving Throw Will negates (harmless); SR yes (harmless)
Prerequisites Protection sphere
Complexity 0
Crafting Time 1 day
Effect The target gains an aegis, granting him a +1 deflection bonus to AC for as long as you concentrate. This bonus increases by 1 for every 5 caster levels possessed. This aegis cannot be sacrificed to fuel (succor) talents.

Mudslide (earth, geomancing, water)

Sphere Nature
Cost 1 spell point (+1 complexity)
Casting Time full-round action (+1 complexity)
Area 10-ft. line + 5 ft. per 5 caster levels
Duration instantaneous
Saving Throw Reflex half; SR no
Prerequisites Nature sphere ((earth) package, (water) package, Manipulate Nature)
Complexity 2 (+1 (earth) package, +1 exchanging non-damage effect with damage effect)
Crafting Time 3 days
Effect This spell causes mud to spring up from the ground and spray all targets within a line. Those within the area of effect must attempt a Reflex save. On failure, they take 1d4 per caster level bludgeoning damage and become immobilized as per Bury from the (earth) package. Those that succeed at the Reflex save only take half damage and are not immobilized.

Sand Barrier (earth, geomancing)

Sphere Nature
Cost 2 spell points (+1 complexity)
Casting Time full-round action (+1 complexity)
Range close (25 ft. + 5 ft. per 2 caster levels)
Duration concentration
Saving Throw none; SR yes
Prerequisites Nature sphere ((earth) package), Protection sphere
Complexity 2 (+2 Protection sphere)
Crafting Time 2 days
Effect (requires sand or loose dirt): You may create a 10 feet + 5 feet per 5 caster levels radius wall of sand within range. The wall is spherical in shape and stops movement, and blocks both line of sight and line of effect. The sand barrier grants both total cover and total concealment against creatures on opposite sides of the wall while the wall is at full hit points, or partial cover and concealment if at half hit points or more. A sand barrier with less than half its hit points remaining does not block line of sight, line of effect, or grant cover or concealment.

If creating the wall would cause it to go through a creature or animated object, the sand barrier shunts the creature just outside the effect of the sphere. Creatures who are ethereal or who possess a burrow speed do not have their movement impeded by the wall.

The wall has a hardness of 4 + 1 per 5 caster levels, hit points equal to your caster level (minimum 1), and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the wall, the attack first deals its damage to the wall itself. If this damage is enough to destroy the wall, the attack continues on its intended target, although damage dealt to the wall 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 wall explode at the barrier’s edge and also must overcome the wall’s hit points to damage the targets on the other side.

If you maintain your wall through concentration, its hit points is renewed each round on your turn.

Shatter Mind and Body

Sphere Destruction
Cost 1 spell point (+1 full CL damage)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Target one creature
Duration instantaneous
Saving Throw Will (partial), Fortitude (partial); SR yes
Prerequisites Destruction sphere (Frost Blast, Nether Blast)
Complexity 1 (+1 Nether Blast)
Crafting Time 3 days
Effect This spell creates a ball of swirling energy that the caster hurls as a ranged touch attack. The target suffers 1d6 points of damage per caster level, half of which is cold damage, the other half negative energy. If the target is struck, they must attempt both a Fortitude save and a Will save. If the target fails their Fortitude saving throw, they are staggered for 1 round. If the target fails their Will save, they are shaken for 1 round. If the target is undead, they do not suffer the negative energy damage and instead must succeed at a Will save or be frightened for 1 round.

Stalagmite (earth, geomancing)

Sphere Nature
Cost 2 spell points (+1 complexity, +1 full CL damage)
Casting Time full-round action
Duration concentration
Saving Throw Reflex half; SR yes
Prerequisites Nature sphere ((earth) package), Destruction sphere (Crystal Blast)
Complexity 2 (+2 Destruction sphere)
Crafting Time 3 days
Effect This spell requires sand or loose dirt, and functions as Dust Storm from the (earth) package. Each round while it is in effect, you may as a swift action cause a stalagmite to instantaneously solidify out of the sand, impaling a target within the sand cloud. The stalagmite deals 1d4 points of piercing damage per caster level (Reflex half). In addition, a target that fails this saving throw cannot move from its current location until it succeeds at an Escape Artist or Strength check against the spell’s DC. All stalagmites created fall away naturally once the dust storm ends and can be removed in other ways as well, such as by dealing 3 points of damage per caster level to the stalagmite. The stalagmite is 1 foot wide at its base and rises 5 feet + 5 feet per 5 caster levels tall. If it encounters a ceiling before it reaches its maximum height, it stops growing.

Tree Perch (plant, geomancing)

Sphere Nature
Cost 1 spell point (+1 Create Nature)
Casting Time standard action
Duration instantaneous
Saving Throw none; SR no
Prerequisites Nature sphere ((plant) package, Create Nature, Elevating Nature)
Complexity 0 (-1 exchanging attack effect with harmless effect)
Crafting Time 3 days
Effect You may spontaneously create a towering pine-tree. Unlike trees created with Grow Plants, this tree is a 10 feet tall Medium-sized sapling tree at CL 1st, a 20 feet tall Large-sized young tree at CL 2nd, a 40 feet tall Huge-sized juvenile tree at caster level 4th, an 80 feet tall Gargantuan-sized adult tree at caster level 8th, and finally a 160 feet tall Colossal-sized massive tree at caster level 16th. If it encounters a ceiling before it reaches its maximum height, it stops growing. The branches of the tree are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check. Trees, and its branches created with this spell cannot be magically animated such as with pummel or similar sphere talents or abilities, nor can it be used to fulfill requirements of other plant-related rituals, sphere talents, or abilities such as tree stride.

Ultimate Barrier

Sphere Protection
Cost 4 spell points (+2 complexity, +1 duration, +1 Greater Barrier)
Casting Time 1 round
Range personal
Area Either a 10-ft. radius + 5 ft. per caster level hemisphere, or a flat plane made up of 1 contiguous 10 ft. square per caster level, with no section reaching beyond 25 ft. + 5 ft. per 2 caster levels from the caster
Duration 1 round per caster level
Saving Throw Will partial (see text); SR No
Prerequisites Protection sphere (must have wards, Repel Evil/Good/Law/Chaos, Energy Resistance, Missile Shield, Greater Barrier)
Complexity 4 (+2 Energy Resistance, +2 Missile Shield, +2 Repel Evil/Good/Law/Chaos, -2 limited effect)
Crafting Time 5 days
Effect You create a powerful barrier that is almost impossible to damage or destroy. The barrier has 10 hit points per caster level and a Break DC of 25 + 1/2 your caster level. However, creatures of a chosen end of the alignment spectrum (good, evil, lawful, or chaotic, chosen at the time the barrier is created) cannot even touch the barrier without first succeeding at a Will saving throw which they may attempt only once per round. The barrier also has resistance to one energy type of your choice (acid, cold, electricity, fire, or sonic) equal to 10 + your caster level, and even reduces the damage of projectiles thrown at it (such as rocks, rays, or projectile weapons) by 5 + your caster level.

Violent Winds

Sphere Destruction
Cost 2 spell points (+1 Echoing Word, +1 full CL damage)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 + 1 per 2 caster levels (minimum 2) creatures
Duration instantaneous
Saving Throw none; SR no
Prerequisites Destruction sphere (Air Blast), Fate sphere (Echoing Word)
Complexity 1 (+1 Echoing Word talent)
Crafting Time 4 days
Effect You batter your foes with great bursts of wind. You may make one ranged touch attack against a number of creatures within range, up to 1 + 1 per 2 caster levels (minimum 2), but no more than one attack per individual creature. Each target successfully struck suffers 1d6 nonlethal damage per caster level, and is subject to a bull rush combat maneuver that does not provoke an attack of opportunity, and that does not require you to move with the target. Use your caster level + your casting ability modifier as your CMB for this maneuver.

Water Serpent

Sphere Nature
Cost 3 spell points (+1 Create Nature, +2 complexity)
Casting Time full-round action
Range close (25 ft. + 5 ft. per 2 caster levels)
Duration concentration
Saving Throw Reflex partial; SR no
Prerequisites Nature sphere ((water) package, Create Nature, Manipulate Nature), Telekinesis sphere
Complexity 2 (+2 Telekinesis sphere)
Crafting Time 4 days
Effect This spell summons a large serpent-like coil of water which flies around the battlefield, striking targets. The water serpent occupies a 5-foot square, and may fly up to 20 feet per round + 5 feet per 2 caster levels with perfect maneuverability.

The water serpent can move freely through spaces occupied by creatures, and makes a bull rush attempt that does not provoke an attack of opportunity against every creature whose space it passes through. Your CMB for this bull rush attempt is equal to your caster level + your casting ability modifier. Each target is pushed in the direction the serpent is traveling at that time.

If a creature is successfully pushed by this bull rush attempt, they must also succeed at a Reflex save or fall prone. The water serpent can strike the same target multiple times by moving through its square repeatedly. If a creature moves into the space occupied by a water serpent, they must succeed at a Reflex save or be subject to the serpent pushing them back with its bull rush as normal.


Spheres of Power by Drop Dead Studios
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