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.
Warden’s Bond (Druid Nature Bond)
A druid can select the following type of nature bond as an alternative to a domain or animal companion
Warden’s Bond
A druid with this type of nature bond gains the Herbalism, Navigation, or Survivalism sphere as a bonus sphere at 1st level (or a talent from the sphere if she already possesses the sphere). At 5th and 13th levels, the druid gains a [utility] talent from one of those spheres as a bonus talent. At 9th and 17th level, the druid gains an additional talent from the chosen sphere as a bonus talent.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book