Sphere Mystery Cultist [SM—]
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Baron’s Hallowed Archive
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Blended Talents

When a new sphere mystery cultist level beyond 1st is gained, the character gains an increased caster level and talent-based ability progression (new combat, magic, skill, or blended talents, spell point progression, etc.) as if she had also gained a level in any one class she added before the prestige class level. She does not, however, gain any other benefit a character with that class would have gained (such as non-casting class abilities). If a character had more than one class before they became a sphere mystery cultist, she must decide which class they add each level of sphere proctor to for the purpose of determining casting and talent progression.
This replaces spells per day and spells known

Celestial Insights

At 4th and 8th levels, the sphere mystery cultist gains a bonus talent from among the Conjuration, Divination, Fate, Life, Protection, and Warp spheres. If the sphere mystery cultist does not have the ability to create magic sphere effects, she instead gains Basic Magic Training at 4th level (selecting one of the above spheres) and Extra Spell Points at 8th levels. If the sphere mystery cultist later gains spherecasting, she may exchange these feats for talents from the above spheres.
At 4th level, the sphere mystery cultist gains either Empower Spell or Extend Spell as a bonus feat. When applying either of these metamagic feats to one of the spheres listed above, the cost of applying that feat is reduced by 1 spell point (minimum 0).
This replaces brand of healing and summon celestial.

Fervor (Su)

At 5th level, the sphere mystery cultist can enter a religious fervor for a number of rounds per day equal to her class level, and can enter a fervor or end it as a free action. While in this fervor, the sphere mystery cultist gains a +2 sacred bonus on all weapon attack and damage rolls, DR 5/evil, and a +2 competence bonus to her caster level with all spheres. In addition, her base speed increases by 10 feet.
A sphere mystery cultist takes a –4 penalty on Charisma checks and Charisma-based skill checks during the fervor and for a number of minutes afterward equal to 2 × the number of rounds spent in the religious fervor.
This modifies fervor

Perpetual Grace (Su)

At 10th level, the sphere mystery cultist gains a +2 sacred bonus to Charisma, a +1 sacred bonus on all weapon attack and damage rolls, a +1 competence bonus to her caster level with all spheres. These benefits do not stack with glorious aura or fervor. In addition, the sphere mystery cultist no longer suffers a penalty on Charisma checks and Charisma-based skill checks from fervor.
This replaces sacred haven

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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