Sphere Magus
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Casting

The sphere magus may combine spheres and talents to create magical effects. The sphere magus is considered a Mid-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 magus 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 casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A sphere magus gains 3/4ths of a magic talent every level (the same progression as he gains caster levels).

Spell Combat

A sphere magus may use his spell combat ability with any of his sphere abilities. Rather than casting a new sphere effect every round, a sphere magus may use spell combat to maintain a sphere effect with a duration of ‘concentration’. In all other ways, this functions as the spell combat class feature

This alters the spell combat class feature, but can still be traded out by other archetypes.

Spellstrike

A sphere magus may use his spellstrike class feature with any sphere ability that requires a touch attack.

This alters the spellstrike class feature, but can still be traded out by other archetypes.

Spell Recall

At 4th level, a sphere magus may spend 3 arcane points as a swift action to regain 1 spell point. At 11th level, this improves to 2 arcane points to regain 1 spell point.

This alters spell recall and improved spell recall, but still counts as both and can be traded out by other archetypes.

Bonus Feats

A sphere magus can select combat feats, item creation feats, magic talents, or metamagic feats for his bonus feats.

Knowledge Pool

At 7th level, whenever the sphere magus rests to regain spell points, he may choose one base sphere or magic talent he does not possess and add it to the list of spheres and talents he has access to that day. The sphere magus loses this bonus magic talent the next time he rests to regain spell points, and may choose another talent to take its place. The sphere magus may choose the same talent multiple times in a row.

This alters knowledge pool but can still be traded out by other archetypes.

Medium Armor

At 7th level, the sphere magus gains proficiency with medium armor. If he possesses the Somatic Casting drawback, he may cast in medium armor without incurring a chance of arcane spell failure.

This alters medium armor, but can still be traded out by other archetypes.

Heavy Armor

At 13th level, the sphere magus gains proficiency with heavy armor. If he possesses the Somatic Casting drawback, he may cast in heavy armor without incurring a chance of arcane spell failure.

This alters heavy armor, but can still be traded out by other archetypes.

Greater Spell Access

At 19th level, whenever the sphere magus uses his Knowledge Pool class feature, he may choose two magic talents or base spheres to gain instead of one.

This alters greater spell access, but can still be traded out by other archetypes.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
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Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
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Waking Sleeper
Spheres
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Dark Death Destruction Divination
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Life Light Mana Mind
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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
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Alchemical Items Apparatuses (Metamagic) Charms Compounds
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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
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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 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

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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