Table of Contents
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Hit Dice: d6.
Requirements
To qualify to become a sphere amplifier, a character must fulfill all the following criteria.
- Caster Level: 6th
- Magic Talents: Veilweaving sphere, Shape Additional Veil (selected twice)
- Essence Pool: Must have an Essence Pool of at least 3.
Class Skills: The sphere amplifier’s class skills are Heal, Knowledge (arcana) (Int), Knowledge (psionics), Knowledge (religion) (Int), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Class Features
Table: Sphere AmplifierLevel | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Caster Level | Magic Talents | Essence |
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +1 | Casting, Akashic Amplification | +1 | 1 | 1 |
2nd | +1 | +1 | +1 | +1 | - | +2 | 2 | 2 |
3rd | +1 | +1 | +1 | +2 | Akashic Amplification | +3 | 3 | 2 |
4th | +2 | +1 | +1 | +2 | - | +4 | 4 | 3 |
5th | +2 | +2 | +2 | +3 | Akashic Amplification | +5 | 5 | 3 |
6th | +3 | +2 | +2 | +3 | - | +6 | 6 | 4 |
7th | +3 | +2 | +2 | +4 | Akashic Amplification | +7 | 7 | 4 |
8th | +4 | +3 | +3 | +4 | - | +8 | 8 | 5 |
9th | +4 | +3 | +3 | +5 | Akashic Amplification | +9 | 9 | 5 |
10th | +5 | +3 | +3 | +5 | Akashic Unity | +10 | 10 | 6 |
Proficiencies
Sphere amplifiers gain no proficiency with any weapon or armor.
Casting
A sphere amplifier may combine spheres and talents to create magical effects. A sphere amplifier is considered a High-Caster and may use either Intelligence, Wisdom, or Charisma as their casting modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature).
Magic Talents
A sphere amplifier gains 1 magic talent every time they gain a caster level, according to Table: Sphere Amplifier. This does not stack with caster levels gained from other sources.
Essence Pool
The sphere amplifier adds 1 point of essence to their essence pool. They gain an additional point of essence at 2nd level, and every 2 levels thereafter.
Akashic Amplification
Whenever the sphere amplifier uses a magic sphere effect that costs at least 1 spell point whose sphere effect matches the descriptor of any of their shaped veils (see Using Spheres of Power), they can utilize that veil to amplify the power of the sphere effect in one of the following ways. Each of these effects are in addition to the normal effects of the sphere effect.
- Amplify: The sphere amplifier may spend a move action to increase the caster level of the sphere effect by 1. This can only be used on sphere effects with a casting time of 1 standard action or less.
- Energize: The sphere amplifier may use a swift action to infuse the energy of the sphere effect directly into a veil with a matching descriptor, increasing its effective invested essence by 1. This effect lasts for a number of rounds equal to 1 + the spell points spent on the sphere effect, and does not stack with itself.
- Vivify: The sphere amplifier may cast the sphere effect as part of a special full-round action, using their control of akasha to convert some of the energy of the sphere effect into restorative energy, healing themselves for a number of hit points equal to 5 times the spell points spent on the sphere effect. This can only be used on sphere effects with a casting time of 1 standard action or less.
This ability improves as the sphere amplifier increases in level. At 3rd and 7th level, the duration of their energize ability improves by 1, and the amount to multiply the spell points by when determining how much revivify heals improves by 1. At 5th and 9th level, the bonus to caster level from the amplify ability increases by 1.
Akashic Unity
When the sphere amplifier reaches 10th level, they learn how to unify their spheres and veils into a single force. By expending a number of spell points equal to half their caster level (rounded up), the sphere amplify causes their veils to surge with power, transforming them into a single semi-translucent shell around their body (this does not obstruct their vision or other senses, but may obscure their facial features, granting a +5 bonus to disguise checks).
This shell lasts for a number of rounds equal to 1 + the spell points spent and grants the following abilities: DR 5/adamantine, Fast Healing 2, and tremorsense 60 feet. In addition, all sphere effects cast while in this shell are automatically affected by the amplify ability granted by Akashic Augmentation. All veils continue to work as normal while unified.
City of 7 Seraphs by Lost Spheres Publishing | |||||||||||
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Blackswords | Booksealers | Church of Coin | Frozen Graves | Hands of Burden | Scarlet Sovereignty | ||||||
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