Magic–be it arcane, divine, or something else–is as much of a useful tool as it is a deadly weapon. More universal than any one facet of faith, these spellwarpers are trained to turn a caster’s magic against them, and to sniff it out where it may try to hide.
Breaker of Magic
At 1st level, the spellwarper gains the Spellhacking sphere as bonus sphere. For every 4 levels the spellwarper possesses, he gains a bonus skill talent from the Spellhacking sphere.
At 4th level, the spellwarper gains the unravel arcana ability (as the conduit class feature) and its associated abilities at their appropriate levels, using their inquisitor level as their conduit level when determining its effects.
At 7th level, the spellwarper can unravel arcana on any active spell or magical spell effect on a creature as if it were a (hack) talent, although doing so does not dismiss the effect, but instead reduces its caster level by half its current value each time–if its caster level reaches 0, it is dispelled.
At 16th level, whenever the spellwarper successfully uses hack magic, he can spend an immediate action to attempt to hack two other targets within 30 feet of the initial target.
At 19th level, whenever the spellwarper successfully confirms a critical hit, he can attempt to hack magic as a free action usable outside of his turn, as long as it targets a spell or piece of equipment that is on the attacked creature.
This replaces judgment, second judgment, and third judgment.
Spellvision
At 2nd level, the spellwarper can spend a move action and concentrate on a single item or creature within 60 feet to determine if it is magical (as the base Divination sphere divine ability). Additionally, whenever the spellwarper observes the magical aura of a teleportation effect, the spellwarper can attempt a Spellcraft check as a full-round action against a DC equal to 10 + the caster level of the teleportation effect.
On a success, the spellwarper learns the direction of the destination of the effect, and whether or not it is within 25 feet, 100 feet, 1,000 feet, or further than 1,000 feet from him.
At 10th level, the spellwarper’s spellvision becomes constant, allowing an automatic Spellcraft check whenever he comes within 60 feet of a new magical source. Additionally, if the spellwarper succeeds a Spellcraft check to ascertain the direction of a teleportation effect, he instead learns the exact destination as long as it is within long range (400 feet + 40 feet per inquisitor level).
This replaces detect alignment and track.
Resist Magic
At 3rd level, the spellwarper gains a +1 bonus to dispel checks made to hack magic, as well as to all saving throws against spells, spell-like abilities, and magic sphere effects. This bonus increases by +1 at 6th level and every 4 levels thereafter, and doesn’t stack with other bonuses to dispel checks.
This replaces solo tactics and all teamwork feats.
Discordant Hack
At 17th level, the spellwarper gains spell resistance equal to 15 + his inquisitor level against magical effects that originate from creature’s that currently have a spell effect or object that is hacked by him.
This replaces slayer.
Cataclysmic Shatter
At 20th level, whenever the spellwarper uses his arcane shatter ability, he can instead dismiss three non-utility (hack) talents affecting the creature’s equipment or spell effects placed on them. If he does, the creature must succeed at a Fortitude save or instantly die (with a saving throw equal to his Spellhacking sphere DC as normal). On a successful save, the creature still suffers 10 points of force damage per inquisitor level he possesses.
Regardless of the result of the saving throw, the creature becomes immune to this ability (but not the arcane shatter ability itself) for 24 hours.
This replaces true judgment.
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||









