Sphere Guru
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Spheres of Akasha
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Casting

The sphere guru may combine spheres and talents to create magical effects. The sphere guru is considered a Mid-Caster. (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 guru’s veil shaping, essence pool, and improved essence capacity class features.

Spell Pool

The sphere guru gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere guru gains 1 magic talent every time they gain a caster level. This does not stack with caster levels gained from other sources.

Veilweaver

At 1st level, the sphere guru gains the Veilweaving sphere and the Guru Tradition advanced talent as bonus talents and uses his class level as his caster level with the Veilweaving sphere. This stacks normally with caster levels gained from other sources. If they already have either of these talents, they may select a Veilweaving talent of their choice to replace either duplicate. The sphere guru does not learn a veil of their choice when gaining the Veilweaving sphere in this way. If they had already learned a veil from taking the Veilweaving sphere before taking this class, they lose knowledge of that veil if that veil is not part of their Tradition.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
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Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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Classes
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Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
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Spellcrafting Traits Wild Magic Sphere Bestiary
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Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
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Spheres Apocrypha
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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 Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
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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