Ultimate Spheres of Power
$29.99
Casting
The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool
The sphere cleric 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 level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.
Necromantic Focus
A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. She gains an additional talent from this sphere at 3rd, 7th, 11th, 15th, and 19th level.
This replaces spontaneous casting.
Domains
A sphere cleric gains domains as normal, but does not gain domain spells. Instead, she gains a bonus magic talent at 1st level, chosen from the spheres associated with her selected domains. She gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th level.
This alters the domains class feature.
The spheres associated with each domain are as follows:
Domain |
Associated Sphere |
Air |
Weather |
Animal |
Alteration |
Artifice |
Creation |
Chaos |
Fate |
Charm |
Mind |
Community |
Protection |
Darkness |
Dark |
Death |
Death |
Destruction |
Destruction |
Earth |
Nature |
Erosion |
Creation |
Evil |
Fate |
Fire |
Nature |
Glory |
Enhancement |
Good |
Fate |
Healing |
Life |
Knowledge |
Divination |
Law |
Fate |
Liberation |
Warp |
Luck |
Fate |
Madness |
Mind |
Magic |
Divination |
Nobility |
War |
Plant |
Nature |
Protection |
Protection |
Repose |
Life |
Ruins |
Destruction |
Rune |
Enhancement |
Scalykind |
Alteration |
Strength |
Enhancement |
Sun |
Light |
Travel |
Warp |
Trickery |
Illusion |
Vermin |
Alteration |
Void |
Warp |
War |
War |
Water |
Nature |
Weather |
Weather |
Spheres of Power
$19.99
Casting: The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool: The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.
Necromantic Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st. This replaces spontaneous casting.
Domains: A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels.
The spheres associated with each domain are as follows:
Domain |
Associated Sphere |
Air |
Weather |
Animal |
Alteration |
Artifice |
Creation |
Chaos |
Fate |
Charm |
Mind |
Community |
Protection |
Darkness |
Dark |
Death |
Death |
Destruction |
Destruction |
Earth |
Nature |
Evil |
Fate |
Fire |
Nature |
Glory |
Enhancement |
Good |
Fate |
Healing |
Life |
Knowledge |
Divination |
Law |
Fate |
Liberation |
Warp |
Luck |
Fate |
Madness |
Mind |
Magic |
Divination |
Nobility |
War |
Plant |
Nature |
Protection |
Protection |
Repose |
Life |
Rune |
Enhancement |
Scalykind |
Alteration |
Strength |
Enhancement |
Sun |
Light |
Travel |
Warp |
Trickery |
Illusion |
Void |
Warp |
War |
War |
Water |
Nature |
Weather |
Weather |
This modifies the domains class feature.
Wiki Note: If using domains from outside this list, we suggest either asking the GM to set one or pitching an idea to them. Subdomains should probably be rolled into the main domain.
Recommended Casting Tradition: The classic feel of the cleric can be recreated through taking the divine petitioner casting tradition.