Sphere Druid
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Ultimate Spheres of Power
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Casting

The sphere druid may combine spheres and talents to create magical effects. The sphere druid 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 druid 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 druid gains 1 magic talent every even level.

Natural Magic

The sphere druid gains a bonus magic talent at 1st, 3rd, 7th, 11th, 15th, and 19th level which must be spent in the Nature or Weather spheres.

This replaces spontaneous casting.

Nature Bond

If a sphere druid chooses to gain a domain as her nature bond, she gains its associated sphere and a bonus magic talent from that sphere at 5th, 9th, 13th, and 17th level, as the sphere cleric.

This alters the nature bond class feature.

Wild Heart

The sphere druid gains the Alteration sphere or a talent from the Alteration sphere as a bonus sphere at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself and only on herself to endure without concentration, the effect lasts for up to 10 minutes per caster level instead of 1 minute per caster level. At 20th level, the effect can be made permanent until dismissed.

This replaces the wild shape class feature.

Note: Resist Nature's Lure (Ex)

A druid's resist nature's lure class feature grants its bonus to saving throws against effects from the Fallen Fey sphere, as well as Nature sphere abilities that target plants.


Druid Animal and Terrain Domains [BTH]

Just like a sphere cleric, sphere druids can choose to gain a domain along with talents aligning with those domains. A druid has access to the air, animal, earth, fire, plant, water, or weather cleric domains as well as the animal and terrain domains. Some druids which serve patrons or deities may access their patron or deity’s portfolio of domains, subject to GM discretion.

Cleric domains have associated spheres which are often granted to characters with domain class features as bonus talents. The cleric domains and their associated spheres were originally included in Ultimate Spheres of Power (page 127), and a druid receives the same associated spheres should she choose a cleric domain.

This rule adds associated spheres for the druid-unique animal and terrain domains. Initially included in Ultimate Magic, but also appearing in Pathfinder Campaign Setting: Planes of Power and other sources, the animal and terrain domains are unique, nature-focused domains meant to give druids more options and variety.

In a game using Spheres of Power, the animal and terrain domains function as follows:

  • Animal Domains: The druid animal domains possess the Alteration sphere as an associated sphere, plus one additional sphere.
  • Terrain Domains: The druid terrain domains possess the Nature sphere as an associated sphere, plus one additional sphere.

Animal and terrain domains can be linked to specific packages or descriptors and grant talents for the associated sphere or talents with those descriptors.

Example: The badlands domain’s associated spheres are Nature and Weather, focused on the (air) package and (aridity) descriptor. The badlands domain cannot grant non-air package talents, such as Water Mastery or the Phoenix Resurgence advanced talent, but could grant any general talent in the Nature sphere that does not have a specific package’s descriptor, such as Hazardous Terrain or Manipulate Nature. Likewise, the badlands domain could only grant (aridity) talents or talents not associated with specific weather categories. Some talents may not be clearly marked and GMs should review which talents are appropriate to be granted by a domain, but generally open to anything that fits the package or descriptor.

The spheres associated with each of the animal and terrain domains are as follows:
Animal and Terrain Domains Associated Spheres
Aquatic Nature (water) or Weather (precipitation)
Arctic Nature (water) or Weather (cold)
Badlands Nature (air) or Weather (aridity)
Cave Nature (earth) or Dark
Crocodile Alteration or War
Desert Nature (earth) or Weather (heat)
Eagle Alteration or Light
Erosion Creation or Nature (metal)
Frog Alteration or Fallen Fey
Jungle Life or Nature (plant)
Monkey Alteration or Enhancement
Mountain Nature (earth) or Protection
Panther Alteration or Dark
Plains Nature (air) or Weather (wind)
Plane of Air Destruction (air) or Nature (air)
Plane of Earth Destruction (stone) or Nature (earth)
Plane of Fire Destruction (fire) or Nature (fire)
Plane of Water Destruction (cold) or Nature (water)
Ruins Nature (metal) or Time
Serpent Alteration or Mind
Swamp Blood or Nature (water)
The Shadewood Blood and Death
Vermin Alteration or Illusion
Vulture Alteration or Death
Wolf Alteration or Conjuration

Note: The shadewood domain was originally printed in Horror Realms as a unique domain tied to a specific deity (Pathfinder Campaign Setting: Horror Realms). It grants the Blood and Death spheres instead of the normal domains associated with a druid domain.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Spheres
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
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy 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
Adventures
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

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