Sphere Medium
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Ultimate Spheres of Power
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Note: This archetype is sometimes called the psychic medium.

Casting

A sphere medium may combine spheres and talents to create magical effects. A sphere medium is considered a Low-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

A sphere medium 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 medium gains a magic talent at 2nd level and every even level thereafter.

Exclusive Spirit (Su)

A sphere medium loses access to both the archmage and the hierophant spirits. In their place the sphere medium gains access to the spherecaster spirit.

This alters the spirit class feature.

Spherecaster Spirit

Spirit Bonus
When you channel a spherecaster, your spirit bonus applies to your caster level.

Seance Boon
Gain a temporary spell point that lasts for 24 hours, or until you change spirits.

Favored Locations
Areas of unusual magic, hallowed/unhallowed areas, and libraries.

Influence Penalty
Take a penalty to concentration checks equal to twice your spirit bonus.

Taboos
Choose one: You must provide magical assistance whenever asked; you must use your own magical solution to a problem if you can, even if a mundane solution that would require fewer resources is available; you must decline magical aid from others at all times and you must attempt a Will saving throw against even harmless spells and abilities.

Sphere Apprentice (Lesser, Su): Grant yourself the benefit of any one magic talent you do not possess.

Sphere Surge (Intermediate, Su): You may allow the spherecaster spirit to gain 1 point of influence over you to reduce the spell point cost of a sphere talent or ability you use by 1.

Sphere Adept (Greater, Su): Grant yourself the benefit of any two magic talents you do not possess.

Sphere Master (Supreme, Su): Once per day, you may cast any sphere talent or ability you know without spending any spell points.


Trickster Alternate Base Ability

When channeling the trickster spirit, a medium may choose to benefit from the following ability in place of trickster’s edge.

Talented (Base, Su) [Spheres of Guile]

You gain two skill talents of your choice that you meet the prerequisites for, plus an additional skill talent at 6th, 11th, and 17th levels. You may choose different talents each time you channel a trickster spirit.


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 Realmwalker
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
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
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
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 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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